const std = @import("std"); const builtin = @import("builtin"); const glfw = @import("glfw"); const xev = @import("xev"); const apprt = @import("../apprt.zig"); const configpkg = @import("../config.zig"); const font = @import("../font/main.zig"); const os = @import("../os/main.zig"); const terminal = @import("../terminal/main.zig"); const renderer = @import("../renderer.zig"); const math = @import("../math.zig"); const Surface = @import("../Surface.zig"); const link = @import("link.zig"); const fgMode = @import("cell.zig").fgMode; const isCovering = @import("cell.zig").isCovering; const shadertoy = @import("shadertoy.zig"); const assert = std.debug.assert; const Allocator = std.mem.Allocator; const ArenaAllocator = std.heap.ArenaAllocator; const Terminal = terminal.Terminal; const Health = renderer.Health; const macos = switch (builtin.os.tag) { .macos => @import("macos"), else => void, }; const DisplayLink = switch (builtin.os.tag) { .macos => *macos.video.DisplayLink, else => void, }; const log = std.log.scoped(.generic_renderer); /// Create a renderer type with the provided graphics API wrapper. /// /// The graphics API wrapper must provide the interface outlined below. /// Specific details for the interfaces are documented on the existing /// implementations (`Metal` and `OpenGL`). /// /// Hierarchy of graphics abstractions: /// /// [ GraphicsAPI ] - Responsible for configuring the runtime surface /// | | and providing render `Target`s that draw to it, /// | | as well as `Frame`s and `Pipeline`s. /// | V /// | [ Target ] - Represents an abstract target for rendering, which /// | could be a surface directly but is also used as an /// | abstraction for off-screen frame buffers. /// V /// [ Frame ] - Represents the context for drawing a given frame, /// | provides `RenderPass`es for issuing draw commands /// | to, and reports the frame health when complete. /// V /// [ RenderPass ] - Represents a render pass in a frame, consisting of /// : one or more `Step`s applied to the same target(s), /// [ Step ] - - - - each describing the input buffers and textures and /// : the vertex/fragment functions and geometry to use. /// :_ _ _ _ _ _ _ _ _ _/ /// v /// [ Pipeline ] - Describes a vertex and fragment function to be used /// for a `Step`; the `GraphicsAPI` is responsible for /// these and they should be constructed and cached /// ahead of time. /// /// [ Buffer ] - An abstraction over a GPU buffer. /// /// [ Texture ] - An abstraction over a GPU texture. /// pub fn Renderer(comptime GraphicsAPI: type) type { return struct { const Self = @This(); const Target = GraphicsAPI.Target; const Buffer = GraphicsAPI.Buffer; const Texture = GraphicsAPI.Texture; const RenderPass = GraphicsAPI.RenderPass; const shaderpkg = GraphicsAPI.shaders; const cellpkg = GraphicsAPI.cellpkg; const imagepkg = GraphicsAPI.imagepkg; const Image = imagepkg.Image; const ImageMap = imagepkg.ImageMap; const Shaders = shaderpkg.Shaders; const ImagePlacementList = std.ArrayListUnmanaged(imagepkg.Placement); /// Allocator that can be used alloc: std.mem.Allocator, /// This mutex must be held whenever any state used in `drawFrame` is /// being modified, and also when it's being accessed in `drawFrame`. draw_mutex: std.Thread.Mutex = .{}, /// The configuration we need derived from the main config. config: DerivedConfig, /// The mailbox for communicating with the window. surface_mailbox: apprt.surface.Mailbox, /// Current font metrics defining our grid. grid_metrics: font.Metrics, /// The size of everything. size: renderer.Size, /// True if the window is focused focused: bool, /// The foreground color set by an OSC 10 sequence. If unset then /// default_foreground_color is used. foreground_color: ?terminal.color.RGB, /// Foreground color set in the user's config file. default_foreground_color: terminal.color.RGB, /// The background color set by an OSC 11 sequence. If unset then /// default_background_color is used. background_color: ?terminal.color.RGB, /// Background color set in the user's config file. default_background_color: terminal.color.RGB, /// The cursor color set by an OSC 12 sequence. If unset then /// default_cursor_color is used. cursor_color: ?terminal.color.RGB, /// Default cursor color when no color is set explicitly by an OSC 12 command. /// This is cursor color as set in the user's config, if any. If no cursor color /// is set in the user's config, then the cursor color is determined by the /// current foreground color. default_cursor_color: ?terminal.color.RGB, /// When `cursor_color` is null, swap the foreground and background colors of /// the cell under the cursor for the cursor color. Otherwise, use the default /// foreground color as the cursor color. cursor_invert: bool, /// The current set of cells to render. This is rebuilt on every frame /// but we keep this around so that we don't reallocate. Each set of /// cells goes into a separate shader. cells: cellpkg.Contents, /// The last viewport that we based our rebuild off of. If this changes, /// then we do a full rebuild of the cells. The pointer values in this pin /// are NOT SAFE to read because they may be modified, freed, etc from the /// termio thread. We treat the pointers as integers for comparison only. cells_viewport: ?terminal.Pin = null, /// Set to true after rebuildCells is called. This can be used /// to determine if any possible changes have been made to the /// cells for the draw call. cells_rebuilt: bool = false, /// The current GPU uniform values. uniforms: shaderpkg.Uniforms, /// The font structures. font_grid: *font.SharedGrid, font_shaper: font.Shaper, font_shaper_cache: font.ShaperCache, /// The images that we may render. images: ImageMap = .{}, image_placements: ImagePlacementList = .{}, image_bg_end: u32 = 0, image_text_end: u32 = 0, image_virtual: bool = false, /// Graphics API state. api: GraphicsAPI, /// The CVDisplayLink used to drive the rendering loop in /// sync with the display. This is void on platforms that /// don't support a display link. display_link: ?DisplayLink = null, /// Health of the most recently completed frame. health: std.atomic.Value(Health) = .{ .raw = .healthy }, /// Our swap chain (multiple buffering) swap_chain: SwapChain, /// This value is used to force-update swap chain targets in the /// event of a config change that requires it (such as blending mode). target_config_modified: usize = 0, /// If something happened that requires us to reinitialize our shaders, /// this is set to true so that we can do that whenever possible. reinitialize_shaders: bool = false, /// Whether or not we have custom shaders. has_custom_shaders: bool = false, /// Our shader pipelines. shaders: Shaders, /// Swap chain which maintains multiple copies of the state needed to /// render a frame, so that we can start building the next frame while /// the previous frame is still being processed on the GPU. const SwapChain = struct { // The count of buffers we use for double/triple buffering. // If this is one then we don't do any double+ buffering at all. // This is comptime because there isn't a good reason to change // this at runtime and there is a lot of complexity to support it. const buf_count = GraphicsAPI.swap_chain_count; /// `buf_count` structs that can hold the /// data needed by the GPU to draw a frame. frames: [buf_count]FrameState, /// Index of the most recently used frame state struct. frame_index: std.math.IntFittingRange(0, buf_count) = 0, /// Semaphore that we wait on to make sure we have an available /// frame state struct so we can start working on a new frame. frame_sema: std.Thread.Semaphore = .{ .permits = buf_count }, /// Set to true when deinited, if you try to deinit a defunct /// swap chain it will just be ignored, to prevent double-free. /// /// This is required because of `displayUnrealized`, since it /// `deinits` the swapchain, which leads to a double-free if /// the renderer is deinited after that. defunct: bool = false, pub fn init(api: GraphicsAPI, custom_shaders: bool) !SwapChain { var result: SwapChain = .{ .frames = undefined }; // Initialize all of our frame state. for (&result.frames) |*frame| { frame.* = try FrameState.init(api, custom_shaders); } return result; } pub fn deinit(self: *SwapChain) void { if (self.defunct) return; self.defunct = true; // Wait for all of our inflight draws to complete // so that we can cleanly deinit our GPU state. for (0..buf_count) |_| self.frame_sema.wait(); for (&self.frames) |*frame| frame.deinit(); } /// Get the next frame state to draw to. This will wait on the /// semaphore to ensure that the frame is available. This must /// always be paired with a call to releaseFrame. pub fn nextFrame(self: *SwapChain) error{Defunct}!*FrameState { if (self.defunct) return error.Defunct; self.frame_sema.wait(); errdefer self.frame_sema.post(); self.frame_index = (self.frame_index + 1) % buf_count; return &self.frames[self.frame_index]; } /// This should be called when the frame has completed drawing. pub fn releaseFrame(self: *SwapChain) void { self.frame_sema.post(); } }; /// State we need duplicated for every frame. Any state that could be /// in a data race between the GPU and CPU while a frame is being drawn /// should be in this struct. /// /// While a draw is in-process, we "lock" the state (via a semaphore) /// and prevent the CPU from updating the state until our graphics API /// reports that the frame is complete. /// /// This is used to implement double/triple buffering. const FrameState = struct { uniforms: UniformBuffer, cells: CellTextBuffer, cells_bg: CellBgBuffer, grayscale: Texture, grayscale_modified: usize = 0, color: Texture, color_modified: usize = 0, target: Target, /// See property of same name on Renderer for explanation. target_config_modified: usize = 0, /// Custom shader state, this is null if we have no custom shaders. custom_shader_state: ?CustomShaderState = null, /// A buffer containing the uniform data. const UniformBuffer = Buffer(shaderpkg.Uniforms); const CellBgBuffer = Buffer(shaderpkg.CellBg); const CellTextBuffer = Buffer(shaderpkg.CellText); pub fn init(api: GraphicsAPI, custom_shaders: bool) !FrameState { // Uniform buffer contains exactly 1 uniform struct. The // uniform data will be undefined so this must be set before // a frame is drawn. var uniforms = try UniformBuffer.init(api.uniformBufferOptions(), 1); errdefer uniforms.deinit(); // Create GPU buffers for our cells. // // We start them off with a size of 1, which will of course be // too small, but they will be resized as needed. This is a bit // wasteful but since it's a one-time thing it's not really a // huge concern. var cells = try CellTextBuffer.init(api.fgBufferOptions(), 1); errdefer cells.deinit(); var cells_bg = try CellBgBuffer.init(api.bgBufferOptions(), 1); errdefer cells_bg.deinit(); // Initialize our textures for our font atlas. // // As with the buffers above, we start these off as small // as possible since they'll inevitably be resized anyway. const grayscale = try api.initAtlasTexture(&.{ .data = undefined, .size = 1, .format = .grayscale, }); errdefer grayscale.deinit(); const color = try api.initAtlasTexture(&.{ .data = undefined, .size = 1, .format = .rgba, }); errdefer color.deinit(); var custom_shader_state = if (custom_shaders) try CustomShaderState.init(api) else null; errdefer if (custom_shader_state) |*state| state.deinit(); // Initialize the target. Just as with the other resources, // start it off as small as we can since it'll be resized. const target = try api.initTarget(1, 1); return .{ .uniforms = uniforms, .cells = cells, .cells_bg = cells_bg, .grayscale = grayscale, .color = color, .target = target, .custom_shader_state = custom_shader_state, }; } pub fn deinit(self: *FrameState) void { self.uniforms.deinit(); self.cells.deinit(); self.cells_bg.deinit(); self.grayscale.deinit(); self.color.deinit(); if (self.custom_shader_state) |*state| state.deinit(); } pub fn resize( self: *FrameState, api: GraphicsAPI, width: usize, height: usize, ) !void { if (self.custom_shader_state) |*state| { try state.resize(api, width, height); } const target = try api.initTarget(width, height); self.target.deinit(); self.target = target; } }; /// State relevant to our custom shaders if we have any. const CustomShaderState = struct { /// When we have a custom shader state, we maintain a front /// and back texture which we use as a swap chain to render /// between when multiple custom shaders are defined. front_texture: Texture, back_texture: Texture, uniforms: shaderpkg.PostUniforms, /// The first time a frame was drawn. /// This is used to update the time uniform. first_frame_time: std.time.Instant, /// The last time a frame was drawn. /// This is used to update the time uniform. last_frame_time: std.time.Instant, /// Swap the front and back textures. pub fn swap(self: *CustomShaderState) void { std.mem.swap(Texture, &self.front_texture, &self.back_texture); } pub fn init(api: GraphicsAPI) !CustomShaderState { // Initialize the front and back textures at 1x1 px, this // is slightly wasteful but it's only done once so whatever. const front_texture = try Texture.init( api.textureOptions(), 1, 1, null, ); errdefer front_texture.deinit(); const back_texture = try Texture.init( api.textureOptions(), 1, 1, null, ); errdefer back_texture.deinit(); return .{ .front_texture = front_texture, .back_texture = back_texture, .uniforms = .{ .resolution = .{ 0, 0, 1 }, .time = 1, .time_delta = 1, .frame_rate = 1, .frame = 1, .channel_time = @splat(@splat(0)), .channel_resolution = @splat(@splat(0)), .mouse = .{ 0, 0, 0, 0 }, .date = .{ 0, 0, 0, 0 }, .sample_rate = 1, }, .first_frame_time = try std.time.Instant.now(), .last_frame_time = try std.time.Instant.now(), }; } pub fn deinit(self: *CustomShaderState) void { self.front_texture.deinit(); self.back_texture.deinit(); } pub fn resize( self: *CustomShaderState, api: GraphicsAPI, width: usize, height: usize, ) !void { const front_texture = try Texture.init( api.textureOptions(), @intCast(width), @intCast(height), null, ); errdefer front_texture.deinit(); const back_texture = try Texture.init( api.textureOptions(), @intCast(width), @intCast(height), null, ); errdefer back_texture.deinit(); self.front_texture.deinit(); self.back_texture.deinit(); self.front_texture = front_texture; self.back_texture = back_texture; self.uniforms.resolution = .{ @floatFromInt(width), @floatFromInt(height), 1, }; self.uniforms.channel_resolution[0] = .{ @floatFromInt(width), @floatFromInt(height), 1, 0, }; } }; /// The configuration for this renderer that is derived from the main /// configuration. This must be exported so that we don't need to /// pass around Config pointers which makes memory management a pain. pub const DerivedConfig = struct { arena: ArenaAllocator, font_thicken: bool, font_thicken_strength: u8, font_features: std.ArrayListUnmanaged([:0]const u8), font_styles: font.CodepointResolver.StyleStatus, cursor_color: ?terminal.color.RGB, cursor_invert: bool, cursor_opacity: f64, cursor_text: ?terminal.color.RGB, background: terminal.color.RGB, background_opacity: f64, foreground: terminal.color.RGB, selection_background: ?terminal.color.RGB, selection_foreground: ?terminal.color.RGB, invert_selection_fg_bg: bool, bold_is_bright: bool, min_contrast: f32, padding_color: configpkg.WindowPaddingColor, custom_shaders: configpkg.RepeatablePath, links: link.Set, vsync: bool, colorspace: configpkg.Config.WindowColorspace, blending: configpkg.Config.AlphaBlending, pub fn init( alloc_gpa: Allocator, config: *const configpkg.Config, ) !DerivedConfig { var arena = ArenaAllocator.init(alloc_gpa); errdefer arena.deinit(); const alloc = arena.allocator(); // Copy our shaders const custom_shaders = try config.@"custom-shader".clone(alloc); // Copy our font features const font_features = try config.@"font-feature".clone(alloc); // Get our font styles var font_styles = font.CodepointResolver.StyleStatus.initFill(true); font_styles.set(.bold, config.@"font-style-bold" != .false); font_styles.set(.italic, config.@"font-style-italic" != .false); font_styles.set(.bold_italic, config.@"font-style-bold-italic" != .false); // Our link configs const links = try link.Set.fromConfig( alloc, config.link.links.items, ); const cursor_invert = config.@"cursor-invert-fg-bg"; return .{ .background_opacity = @max(0, @min(1, config.@"background-opacity")), .font_thicken = config.@"font-thicken", .font_thicken_strength = config.@"font-thicken-strength", .font_features = font_features.list, .font_styles = font_styles, .cursor_color = if (!cursor_invert and config.@"cursor-color" != null) config.@"cursor-color".?.toTerminalRGB() else null, .cursor_invert = cursor_invert, .cursor_text = if (config.@"cursor-text") |txt| txt.toTerminalRGB() else null, .cursor_opacity = @max(0, @min(1, config.@"cursor-opacity")), .background = config.background.toTerminalRGB(), .foreground = config.foreground.toTerminalRGB(), .invert_selection_fg_bg = config.@"selection-invert-fg-bg", .bold_is_bright = config.@"bold-is-bright", .min_contrast = @floatCast(config.@"minimum-contrast"), .padding_color = config.@"window-padding-color", .selection_background = if (config.@"selection-background") |bg| bg.toTerminalRGB() else null, .selection_foreground = if (config.@"selection-foreground") |bg| bg.toTerminalRGB() else null, .custom_shaders = custom_shaders, .links = links, .vsync = config.@"window-vsync", .colorspace = config.@"window-colorspace", .blending = config.@"alpha-blending", .arena = arena, }; } pub fn deinit(self: *DerivedConfig) void { const alloc = self.arena.allocator(); self.links.deinit(alloc); self.arena.deinit(); } }; /// Returns the hints that we want for this window. pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints { // If our graphics API provides hints, use them, // otherwise fall back to generic hints. if (@hasDecl(GraphicsAPI, "glfwWindowHints")) { return GraphicsAPI.glfwWindowHints(config); } return .{ .client_api = .no_api, .transparent_framebuffer = config.@"background-opacity" < 1, }; } pub fn init(alloc: Allocator, options: renderer.Options) !Self { // Initialize our graphics API wrapper, this will prepare the // surface provided by the apprt and set up any API-specific // GPU resources. var api = try GraphicsAPI.init(alloc, options); errdefer api.deinit(); const has_custom_shaders = options.config.custom_shaders.value.items.len > 0; // Prepare our swap chain var swap_chain = try SwapChain.init( api, has_custom_shaders, ); errdefer swap_chain.deinit(); // Create the font shaper. var font_shaper = try font.Shaper.init(alloc, .{ .features = options.config.font_features.items, }); errdefer font_shaper.deinit(); // Initialize all the data that requires a critical font section. const font_critical: struct { metrics: font.Metrics, } = font_critical: { const grid: *font.SharedGrid = options.font_grid; grid.lock.lockShared(); defer grid.lock.unlockShared(); break :font_critical .{ .metrics = grid.metrics, }; }; const display_link: ?DisplayLink = switch (builtin.os.tag) { .macos => if (options.config.vsync) try macos.video.DisplayLink.createWithActiveCGDisplays() else null, else => null, }; errdefer if (display_link) |v| v.release(); var result: Self = .{ .alloc = alloc, .config = options.config, .surface_mailbox = options.surface_mailbox, .grid_metrics = font_critical.metrics, .size = options.size, .focused = true, .foreground_color = null, .default_foreground_color = options.config.foreground, .background_color = null, .default_background_color = options.config.background, .cursor_color = null, .default_cursor_color = options.config.cursor_color, .cursor_invert = options.config.cursor_invert, // Render state .cells = .{}, .uniforms = .{ .projection_matrix = undefined, .cell_size = undefined, .grid_size = undefined, .grid_padding = undefined, .padding_extend = .{}, .min_contrast = options.config.min_contrast, .cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) }, .cursor_color = undefined, .bg_color = .{ options.config.background.r, options.config.background.g, options.config.background.b, @intFromFloat(@round(options.config.background_opacity * 255.0)), }, .bools = .{ .cursor_wide = false, .use_display_p3 = options.config.colorspace == .@"display-p3", .use_linear_blending = options.config.blending.isLinear(), .use_linear_correction = options.config.blending == .@"linear-corrected", }, }, // Fonts .font_grid = options.font_grid, .font_shaper = font_shaper, .font_shaper_cache = font.ShaperCache.init(), // Shaders (initialized below) .shaders = undefined, // Graphics API stuff .api = api, .swap_chain = swap_chain, .display_link = display_link, }; try result.initShaders(); // Ensure our undefined values above are correctly initialized. result.updateFontGridUniforms(); result.updateScreenSizeUniforms(); return result; } pub fn deinit(self: *Self) void { self.swap_chain.deinit(); if (DisplayLink != void) { if (self.display_link) |display_link| { display_link.stop() catch {}; display_link.release(); } } self.cells.deinit(self.alloc); self.font_shaper.deinit(); self.font_shaper_cache.deinit(self.alloc); self.config.deinit(); { var it = self.images.iterator(); while (it.next()) |kv| kv.value_ptr.image.deinit(self.alloc); self.images.deinit(self.alloc); } self.image_placements.deinit(self.alloc); self.deinitShaders(); self.api.deinit(); self.* = undefined; } fn deinitShaders(self: *Self) void { self.shaders.deinit(self.alloc); } fn initShaders(self: *Self) !void { var arena = ArenaAllocator.init(self.alloc); defer arena.deinit(); const arena_alloc = arena.allocator(); // Load our custom shaders const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles( arena_alloc, self.config.custom_shaders, GraphicsAPI.custom_shader_target, ) catch |err| err: { log.warn("error loading custom shaders err={}", .{err}); break :err &.{}; }; const has_custom_shaders = custom_shaders.len > 0; var shaders = try self.api.initShaders( self.alloc, custom_shaders, ); errdefer shaders.deinit(self.alloc); self.shaders = shaders; self.has_custom_shaders = has_custom_shaders; } /// This is called early right after surface creation. pub fn surfaceInit(surface: *apprt.Surface) !void { // If our API has to do things here, let it. if (@hasDecl(GraphicsAPI, "surfaceInit")) { try GraphicsAPI.surfaceInit(surface); } } /// This is called just prior to spinning up the renderer thread for /// final main thread setup requirements. pub fn finalizeSurfaceInit(self: *Self, surface: *apprt.Surface) !void { // If our API has to do things to finalize surface init, let it. if (@hasDecl(GraphicsAPI, "finalizeSurfaceInit")) { try self.api.finalizeSurfaceInit(surface); } } /// Callback called by renderer.Thread when it begins. pub fn threadEnter(self: *const Self, surface: *apprt.Surface) !void { // If our API has to do things on thread enter, let it. if (@hasDecl(GraphicsAPI, "threadEnter")) { try self.api.threadEnter(surface); } } /// Callback called by renderer.Thread when it exits. pub fn threadExit(self: *const Self) void { // If our API has to do things on thread exit, let it. if (@hasDecl(GraphicsAPI, "threadExit")) { self.api.threadExit(); } } /// Called by renderer.Thread when it starts the main loop. pub fn loopEnter(self: *Self, thr: *renderer.Thread) !void { // If our API has to do things on loop enter, let it. if (@hasDecl(GraphicsAPI, "loopEnter")) { self.api.loopEnter(); } // If we don't support a display link we have no work to do. if (comptime DisplayLink == void) return; // This is when we know our "self" pointer is stable so we can // setup the display link. To setup the display link we set our // callback and we can start it immediately. const display_link = self.display_link orelse return; try display_link.setOutputCallback( xev.Async, &displayLinkCallback, &thr.draw_now, ); display_link.start() catch {}; } /// Called by renderer.Thread when it exits the main loop. pub fn loopExit(self: *Self) void { // If our API has to do things on loop exit, let it. if (@hasDecl(GraphicsAPI, "loopExit")) { self.api.loopExit(); } // If we don't support a display link we have no work to do. if (comptime DisplayLink == void) return; // Stop our display link. If this fails its okay it just means // that we either never started it or the view its attached to // is gone which is fine. const display_link = self.display_link orelse return; display_link.stop() catch {}; } /// This is called by the GTK apprt after the surface is /// reinitialized due to any of the events mentioned in /// the doc comment for `displayUnrealized`. pub fn displayRealized(self: *Self) !void { // If our API has to do things on realize, let it. if (@hasDecl(GraphicsAPI, "displayRealized")) { self.api.displayRealized(); } // Lock the draw mutex so that we can // safely reinitialize our GPU resources. self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // We assume that the swap chain was deinited in // `displayUnrealized`, in which case it should be // marked defunct. If not, we have a problem. assert(self.swap_chain.defunct); // We reinitialize our shaders and our swap chain. try self.initShaders(); self.swap_chain = try SwapChain.init( self.api, self.has_custom_shaders, ); self.reinitialize_shaders = false; self.target_config_modified = 1; } /// This is called by the GTK apprt when the surface is being destroyed. /// This can happen because the surface is being closed but also when /// moving the window between displays or splitting. pub fn displayUnrealized(self: *Self) void { // If our API has to do things on unrealize, let it. if (@hasDecl(GraphicsAPI, "displayUnrealized")) { self.api.displayUnrealized(); } // Lock the draw mutex so that we can // safely deinitialize our GPU resources. self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // We deinit our swap chain and shaders. // // This will mark them as defunct so that they // can't be double-freed or used in draw calls. self.swap_chain.deinit(); self.shaders.deinit(self.alloc); } fn displayLinkCallback( _: *macos.video.DisplayLink, ud: ?*xev.Async, ) void { const draw_now = ud orelse return; draw_now.notify() catch |err| { log.err("error notifying draw_now err={}", .{err}); }; } /// Mark the full screen as dirty so that we redraw everything. pub fn markDirty(self: *Self) void { self.cells_viewport = null; } /// Called when we get an updated display ID for our display link. pub fn setMacOSDisplayID(self: *Self, id: u32) !void { if (comptime DisplayLink == void) return; const display_link = self.display_link orelse return; log.info("updating display link display id={}", .{id}); display_link.setCurrentCGDisplay(id) catch |err| { log.warn("error setting display link display id err={}", .{err}); }; } /// True if our renderer has animations so that a higher frequency /// timer is used. pub fn hasAnimations(self: *const Self) bool { return self.has_custom_shaders; } /// True if our renderer is using vsync. If true, the renderer or apprt /// is responsible for triggering draw_now calls to the render thread. /// That is the only way to trigger a drawFrame. pub fn hasVsync(self: *const Self) bool { if (comptime DisplayLink == void) return false; const display_link = self.display_link orelse return false; return display_link.isRunning(); } /// Callback when the focus changes for the terminal this is rendering. /// /// Must be called on the render thread. pub fn setFocus(self: *Self, focus: bool) !void { self.focused = focus; // If we're not focused, then we want to stop the display link // because it is a waste of resources and we can move to pure // change-driven updates. if (comptime DisplayLink != void) link: { const display_link = self.display_link orelse break :link; if (focus) { display_link.start() catch {}; } else { display_link.stop() catch {}; } } } /// Callback when the window is visible or occluded. /// /// Must be called on the render thread. pub fn setVisible(self: *Self, visible: bool) void { // If we're not visible, then we want to stop the display link // because it is a waste of resources and we can move to pure // change-driven updates. if (comptime DisplayLink != void) link: { const display_link = self.display_link orelse break :link; if (visible and self.focused) { display_link.start() catch {}; } else { display_link.stop() catch {}; } } } /// Set the new font grid. /// /// Must be called on the render thread. pub fn setFontGrid(self: *Self, grid: *font.SharedGrid) void { self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // Update our grid self.font_grid = grid; // Update all our textures so that they sync on the next frame. // We can modify this without a lock because the GPU does not // touch this data. for (&self.swap_chain.frames) |*frame| { frame.grayscale_modified = 0; frame.color_modified = 0; } // Get our metrics from the grid. This doesn't require a lock because // the metrics are never recalculated. const metrics = grid.metrics; self.grid_metrics = metrics; // Reset our shaper cache. If our font changed (not just the size) then // the data in the shaper cache may be invalid and cannot be used, so we // always clear the cache just in case. const font_shaper_cache = font.ShaperCache.init(); self.font_shaper_cache.deinit(self.alloc); self.font_shaper_cache = font_shaper_cache; // Update cell size. self.size.cell = .{ .width = metrics.cell_width, .height = metrics.cell_height, }; // Update relevant uniforms self.updateFontGridUniforms(); } /// Update uniforms that are based on the font grid. /// /// Caller must hold the draw mutex. fn updateFontGridUniforms(self: *Self) void { self.uniforms.cell_size = .{ @floatFromInt(self.grid_metrics.cell_width), @floatFromInt(self.grid_metrics.cell_height), }; } /// Update the frame data. pub fn updateFrame( self: *Self, state: *renderer.State, cursor_blink_visible: bool, ) !void { // Data we extract out of the critical area. const Critical = struct { bg: terminal.color.RGB, screen: terminal.Screen, screen_type: terminal.ScreenType, mouse: renderer.State.Mouse, preedit: ?renderer.State.Preedit, cursor_style: ?renderer.CursorStyle, color_palette: terminal.color.Palette, /// If true, rebuild the full screen. full_rebuild: bool, }; // Update all our data as tightly as possible within the mutex. var critical: Critical = critical: { // const start = try std.time.Instant.now(); // const start_micro = std.time.microTimestamp(); // defer { // const end = std.time.Instant.now() catch unreachable; // // "[updateFrame critical time] \t" // std.log.err("[updateFrame critical time] {}\t{}", .{start_micro, end.since(start) / std.time.ns_per_us}); // } state.mutex.lock(); defer state.mutex.unlock(); // If we're in a synchronized output state, we pause all rendering. if (state.terminal.modes.get(.synchronized_output)) { log.debug("synchronized output started, skipping render", .{}); return; } // Swap bg/fg if the terminal is reversed const bg = self.background_color orelse self.default_background_color; const fg = self.foreground_color orelse self.default_foreground_color; defer { if (self.background_color) |*c| { c.* = bg; } else { self.default_background_color = bg; } if (self.foreground_color) |*c| { c.* = fg; } else { self.default_foreground_color = fg; } } if (state.terminal.modes.get(.reverse_colors)) { if (self.background_color) |*c| { c.* = fg; } else { self.default_background_color = fg; } if (self.foreground_color) |*c| { c.* = bg; } else { self.default_foreground_color = bg; } } // Get the viewport pin so that we can compare it to the current. const viewport_pin = state.terminal.screen.pages.pin(.{ .viewport = .{} }).?; // We used to share terminal state, but we've since learned through // analysis that it is faster to copy the terminal state than to // hold the lock while rebuilding GPU cells. var screen_copy = try state.terminal.screen.clone( self.alloc, .{ .viewport = .{} }, null, ); errdefer screen_copy.deinit(); // Whether to draw our cursor or not. const cursor_style = if (state.terminal.flags.password_input) .lock else renderer.cursorStyle( state, self.focused, cursor_blink_visible, ); // Get our preedit state const preedit: ?renderer.State.Preedit = preedit: { if (cursor_style == null) break :preedit null; const p = state.preedit orelse break :preedit null; break :preedit try p.clone(self.alloc); }; errdefer if (preedit) |p| p.deinit(self.alloc); // If we have Kitty graphics data, we enter a SLOW SLOW SLOW path. // We only do this if the Kitty image state is dirty meaning only if // it changes. // // If we have any virtual references, we must also rebuild our // kitty state on every frame because any cell change can move // an image. if (state.terminal.screen.kitty_images.dirty or self.image_virtual) { try self.prepKittyGraphics(state.terminal); } // If we have any terminal dirty flags set then we need to rebuild // the entire screen. This can be optimized in the future. const full_rebuild: bool = rebuild: { { const Int = @typeInfo(terminal.Terminal.Dirty).@"struct".backing_integer.?; const v: Int = @bitCast(state.terminal.flags.dirty); if (v > 0) break :rebuild true; } { const Int = @typeInfo(terminal.Screen.Dirty).@"struct".backing_integer.?; const v: Int = @bitCast(state.terminal.screen.dirty); if (v > 0) break :rebuild true; } // If our viewport changed then we need to rebuild the entire // screen because it means we scrolled. If we have no previous // viewport then we must rebuild. const prev_viewport = self.cells_viewport orelse break :rebuild true; if (!prev_viewport.eql(viewport_pin)) break :rebuild true; break :rebuild false; }; // Reset the dirty flags in the terminal and screen. We assume // that our rebuild will be successful since so we optimize for // success and reset while we hold the lock. This is much easier // than coordinating row by row or as changes are persisted. state.terminal.flags.dirty = .{}; state.terminal.screen.dirty = .{}; { var it = state.terminal.screen.pages.pageIterator( .right_down, .{ .screen = .{} }, null, ); while (it.next()) |chunk| { var dirty_set = chunk.node.data.dirtyBitSet(); dirty_set.unsetAll(); } } // Update our viewport pin self.cells_viewport = viewport_pin; break :critical .{ .bg = self.background_color orelse self.default_background_color, .screen = screen_copy, .screen_type = state.terminal.active_screen, .mouse = state.mouse, .preedit = preedit, .cursor_style = cursor_style, .color_palette = state.terminal.color_palette.colors, .full_rebuild = full_rebuild, }; }; defer { critical.screen.deinit(); if (critical.preedit) |p| p.deinit(self.alloc); } // Build our GPU cells try self.rebuildCells( critical.full_rebuild, &critical.screen, critical.screen_type, critical.mouse, critical.preedit, critical.cursor_style, &critical.color_palette, ); // Notify our shaper we're done for the frame. For some shapers, // such as CoreText, this triggers off-thread cleanup logic. self.font_shaper.endFrame(); // Acquire the draw mutex because we're modifying state here. { self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // Update our background color self.uniforms.bg_color = .{ critical.bg.r, critical.bg.g, critical.bg.b, @intFromFloat(@round(self.config.background_opacity * 255.0)), }; } } /// Draw the frame to the screen. /// /// If `sync` is true, this will synchronously block until /// the frame is finished drawing and has been presented. pub fn drawFrame( self: *Self, sync: bool, ) !void { // We hold a the draw mutex to prevent changes to any // data we access while we're in the middle of drawing. self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // Let our graphics API do any bookkeeping, etc. // that it needs to do before / after `drawFrame`. self.api.drawFrameStart(); defer self.api.drawFrameEnd(); // Retrieve the most up-to-date surface size from the Graphics API const surface_size = try self.api.surfaceSize(); // If either of our surface dimensions is zero // then drawing is absurd, so we just return. if (surface_size.width == 0 or surface_size.height == 0) return; const size_changed = self.size.screen.width != surface_size.width or self.size.screen.height != surface_size.height; // Conditions under which we need to draw the frame, otherwise we // don't need to since the previous frame should be identical. const needs_redraw = size_changed or self.cells_rebuilt or self.hasAnimations() or sync; if (!needs_redraw) { // We still need to present the last target again, because the // apprt may be swapping buffers and display an outdated frame // if we don't draw something new. try self.api.presentLastTarget(); return; } self.cells_rebuilt = false; // Wait for a frame to be available. const frame = try self.swap_chain.nextFrame(); errdefer self.swap_chain.releaseFrame(); // log.debug("drawing frame index={}", .{self.swap_chain.frame_index}); // If we need to reinitialize our shaders, do so. if (self.reinitialize_shaders) { self.reinitialize_shaders = false; self.shaders.deinit(self.alloc); try self.initShaders(); } // Our shaders should not be defunct at this point. assert(!self.shaders.defunct); // If we have custom shaders, make sure we have the // custom shader state in our frame state, otherwise // if we have a state but don't need it we remove it. if (self.has_custom_shaders) { if (frame.custom_shader_state == null) { frame.custom_shader_state = try .init(self.api); try frame.custom_shader_state.?.resize( self.api, surface_size.width, surface_size.height, ); } } else if (frame.custom_shader_state) |*state| { state.deinit(); frame.custom_shader_state = null; } // If our stored size doesn't match the // surface size we need to update it. if (size_changed) { self.size.screen = .{ .width = surface_size.width, .height = surface_size.height, }; self.updateScreenSizeUniforms(); } // If this frame's target isn't the correct size, or the target // config has changed (such as when the blending mode changes), // remove it and replace it with a new one with the right values. if (frame.target.width != self.size.screen.width or frame.target.height != self.size.screen.height or frame.target_config_modified != self.target_config_modified) { try frame.resize( self.api, self.size.screen.width, self.size.screen.height, ); frame.target_config_modified = self.target_config_modified; } // Upload images to the GPU as necessary. { var image_it = self.images.iterator(); while (image_it.next()) |kv| { switch (kv.value_ptr.image) { .ready => {}, .pending_gray, .pending_gray_alpha, .pending_rgb, .pending_rgba, .replace_gray, .replace_gray_alpha, .replace_rgb, .replace_rgba, => try kv.value_ptr.image.upload(self.alloc, &self.api), .unload_pending, .unload_replace, .unload_ready, => { kv.value_ptr.image.deinit(self.alloc); self.images.removeByPtr(kv.key_ptr); }, } } } // Setup our frame data try frame.uniforms.sync(&.{self.uniforms}); try frame.cells_bg.sync(self.cells.bg_cells); const fg_count = try frame.cells.syncFromArrayLists(self.cells.fg_rows.lists); // If we have custom shaders, update the animation time. if (frame.custom_shader_state) |*state| { const now = std.time.Instant.now() catch state.first_frame_time; const since_ns: f32 = @floatFromInt(now.since(state.first_frame_time)); const delta_ns: f32 = @floatFromInt(now.since(state.last_frame_time)); state.uniforms.time = since_ns / std.time.ns_per_s; state.uniforms.time_delta = delta_ns / std.time.ns_per_s; state.last_frame_time = now; } // If our font atlas changed, sync the texture data texture: { const modified = self.font_grid.atlas_grayscale.modified.load(.monotonic); if (modified <= frame.grayscale_modified) break :texture; self.font_grid.lock.lockShared(); defer self.font_grid.lock.unlockShared(); frame.grayscale_modified = self.font_grid.atlas_grayscale.modified.load(.monotonic); try self.syncAtlasTexture(&self.font_grid.atlas_grayscale, &frame.grayscale); } texture: { const modified = self.font_grid.atlas_color.modified.load(.monotonic); if (modified <= frame.color_modified) break :texture; self.font_grid.lock.lockShared(); defer self.font_grid.lock.unlockShared(); frame.color_modified = self.font_grid.atlas_color.modified.load(.monotonic); try self.syncAtlasTexture(&self.font_grid.atlas_color, &frame.color); } // Get a frame context from the graphics API. var frame_ctx = try self.api.beginFrame(self, &frame.target); defer frame_ctx.complete(sync); { var pass = frame_ctx.renderPass(&.{.{ .target = if (frame.custom_shader_state) |state| .{ .texture = state.back_texture } else .{ .target = frame.target }, .clear_color = .{ 0.0, 0.0, 0.0, 0.0 }, }}); defer pass.complete(); // bg images try self.drawImagePlacements(&pass, self.image_placements.items[0..self.image_bg_end]); // bg pass.step(.{ .pipeline = self.shaders.cell_bg_pipeline, .uniforms = frame.uniforms.buffer, .buffers = &.{ null, frame.cells_bg.buffer }, .draw = .{ .type = .triangle, .vertex_count = 3, }, }); // mg images try self.drawImagePlacements(&pass, self.image_placements.items[self.image_bg_end..self.image_text_end]); // text pass.step(.{ .pipeline = self.shaders.cell_text_pipeline, .uniforms = frame.uniforms.buffer, .buffers = &.{ frame.cells.buffer, frame.cells_bg.buffer, }, .textures = &.{ frame.grayscale, frame.color, }, .draw = .{ .type = .triangle_strip, .vertex_count = 4, .instance_count = fg_count, }, }); // fg images try self.drawImagePlacements(&pass, self.image_placements.items[self.image_text_end..]); } // If we have custom shaders, then we render them. if (frame.custom_shader_state) |*state| { // We create a buffer on the GPU for our post uniforms. // TODO: This should be a part of the frame state tbqh. const PostBuffer = Buffer(shaderpkg.PostUniforms); const uniform_buffer = try PostBuffer.initFill( self.api.bufferOptions(), &.{state.uniforms}, ); defer uniform_buffer.deinit(); for (self.shaders.post_pipelines, 0..) |pipeline, i| { defer state.swap(); var pass = frame_ctx.renderPass(&.{.{ .target = if (i < self.shaders.post_pipelines.len - 1) .{ .texture = state.front_texture } else .{ .target = frame.target }, .clear_color = .{ 0.0, 0.0, 0.0, 0.0 }, }}); defer pass.complete(); pass.step(.{ .pipeline = pipeline, .uniforms = uniform_buffer.buffer, .textures = &.{state.back_texture}, .draw = .{ .type = .triangle, .vertex_count = 3, }, }); } } } // Callback from the graphics API when a frame is completed. pub fn frameCompleted( self: *Self, health: Health, ) void { // If our health value hasn't changed, then we do nothing. We don't // do a cmpxchg here because strict atomicity isn't important. if (self.health.load(.seq_cst) != health) { self.health.store(health, .seq_cst); // Our health value changed, so we notify the surface so that it // can do something about it. _ = self.surface_mailbox.push(.{ .renderer_health = health, }, .{ .forever = {} }); } // Always release our semaphore self.swap_chain.releaseFrame(); } fn drawImagePlacements( self: *Self, pass: *RenderPass, placements: []const imagepkg.Placement, ) !void { if (placements.len == 0) return; for (placements) |p| { // Look up the image const image = self.images.get(p.image_id) orelse { log.warn("image not found for placement image_id={}", .{p.image_id}); return; }; // Get the texture const texture = switch (image.image) { .ready => |t| t, else => { log.warn("image not ready for placement image_id={}", .{p.image_id}); return; }, }; // Create our vertex buffer, which is always exactly one item. // future(mitchellh): we can group rendering multiple instances of a single image var buf = try Buffer(shaderpkg.Image).initFill( self.api.imageBufferOptions(), &.{.{ .grid_pos = .{ @as(f32, @floatFromInt(p.x)), @as(f32, @floatFromInt(p.y)), }, .cell_offset = .{ @as(f32, @floatFromInt(p.cell_offset_x)), @as(f32, @floatFromInt(p.cell_offset_y)), }, .source_rect = .{ @as(f32, @floatFromInt(p.source_x)), @as(f32, @floatFromInt(p.source_y)), @as(f32, @floatFromInt(p.source_width)), @as(f32, @floatFromInt(p.source_height)), }, .dest_size = .{ @as(f32, @floatFromInt(p.width)), @as(f32, @floatFromInt(p.height)), }, }}, ); defer buf.deinit(); pass.step(.{ .pipeline = self.shaders.image_pipeline, .buffers = &.{buf.buffer}, .textures = &.{texture}, .draw = .{ .type = .triangle_strip, .vertex_count = 4, }, }); } } /// This goes through the Kitty graphic placements and accumulates the /// placements we need to render on our viewport. It also ensures that /// the visible images are loaded on the GPU. fn prepKittyGraphics( self: *Self, t: *terminal.Terminal, ) !void { self.draw_mutex.lock(); defer self.draw_mutex.unlock(); const storage = &t.screen.kitty_images; defer storage.dirty = false; // We always clear our previous placements no matter what because // we rebuild them from scratch. self.image_placements.clearRetainingCapacity(); self.image_virtual = false; // Go through our known images and if there are any that are no longer // in use then mark them to be freed. // // This never conflicts with the below because a placement can't // reference an image that doesn't exist. { var it = self.images.iterator(); while (it.next()) |kv| { if (storage.imageById(kv.key_ptr.*) == null) { kv.value_ptr.image.markForUnload(); } } } // The top-left and bottom-right corners of our viewport in screen // points. This lets us determine offsets and containment of placements. const top = t.screen.pages.getTopLeft(.viewport); const bot = t.screen.pages.getBottomRight(.viewport).?; const top_y = t.screen.pages.pointFromPin(.screen, top).?.screen.y; const bot_y = t.screen.pages.pointFromPin(.screen, bot).?.screen.y; // Go through the placements and ensure the image is loaded on the GPU. var it = storage.placements.iterator(); while (it.next()) |kv| { const p = kv.value_ptr; // Special logic based on location switch (p.location) { .pin => {}, .virtual => { // We need to mark virtual placements on our renderer so that // we know to rebuild in more scenarios since cell changes can // now trigger placement changes. self.image_virtual = true; // We also continue out because virtual placements are // only triggered by the unicode placeholder, not by the // placement itself. continue; }, } // Get the image for the placement const image = storage.imageById(kv.key_ptr.image_id) orelse { log.warn( "missing image for placement, ignoring image_id={}", .{kv.key_ptr.image_id}, ); continue; }; try self.prepKittyPlacement(t, top_y, bot_y, &image, p); } // If we have virtual placements then we need to scan for placeholders. if (self.image_virtual) { var v_it = terminal.kitty.graphics.unicode.placementIterator(top, bot); while (v_it.next()) |virtual_p| try self.prepKittyVirtualPlacement( t, &virtual_p, ); } // Sort the placements by their Z value. std.mem.sortUnstable( imagepkg.Placement, self.image_placements.items, {}, struct { fn lessThan( ctx: void, lhs: imagepkg.Placement, rhs: imagepkg.Placement, ) bool { _ = ctx; return lhs.z < rhs.z or (lhs.z == rhs.z and lhs.image_id < rhs.image_id); } }.lessThan, ); // Find our indices. The values are sorted by z so we can find the // first placement out of bounds to find the limits. var bg_end: ?u32 = null; var text_end: ?u32 = null; const bg_limit = std.math.minInt(i32) / 2; for (self.image_placements.items, 0..) |p, i| { if (bg_end == null and p.z >= bg_limit) { bg_end = @intCast(i); } if (text_end == null and p.z >= 0) { text_end = @intCast(i); } } self.image_bg_end = bg_end orelse 0; self.image_text_end = text_end orelse self.image_bg_end; } fn prepKittyVirtualPlacement( self: *Self, t: *terminal.Terminal, p: *const terminal.kitty.graphics.unicode.Placement, ) !void { const storage = &t.screen.kitty_images; const image = storage.imageById(p.image_id) orelse { log.warn( "missing image for virtual placement, ignoring image_id={}", .{p.image_id}, ); return; }; const rp = p.renderPlacement( storage, &image, self.grid_metrics.cell_width, self.grid_metrics.cell_height, ) catch |err| { log.warn("error rendering virtual placement err={}", .{err}); return; }; // If our placement is zero sized then we don't do anything. if (rp.dest_width == 0 or rp.dest_height == 0) return; const viewport: terminal.point.Point = t.screen.pages.pointFromPin( .viewport, rp.top_left, ) orelse { // This is unreachable with virtual placements because we should // only ever be looking at virtual placements that are in our // viewport in the renderer and virtual placements only ever take // up one row. unreachable; }; // Send our image to the GPU and store the placement for rendering. try self.prepKittyImage(&image); try self.image_placements.append(self.alloc, .{ .image_id = image.id, .x = @intCast(rp.top_left.x), .y = @intCast(viewport.viewport.y), .z = -1, .width = rp.dest_width, .height = rp.dest_height, .cell_offset_x = rp.offset_x, .cell_offset_y = rp.offset_y, .source_x = rp.source_x, .source_y = rp.source_y, .source_width = rp.source_width, .source_height = rp.source_height, }); } fn prepKittyPlacement( self: *Self, t: *terminal.Terminal, top_y: u32, bot_y: u32, image: *const terminal.kitty.graphics.Image, p: *const terminal.kitty.graphics.ImageStorage.Placement, ) !void { // Get the rect for the placement. If this placement doesn't have // a rect then its virtual or something so skip it. const rect = p.rect(image.*, t) orelse return; // This is expensive but necessary. const img_top_y = t.screen.pages.pointFromPin(.screen, rect.top_left).?.screen.y; const img_bot_y = t.screen.pages.pointFromPin(.screen, rect.bottom_right).?.screen.y; // If the selection isn't within our viewport then skip it. if (img_top_y > bot_y) return; if (img_bot_y < top_y) return; // We need to prep this image for upload if it isn't in the cache OR // it is in the cache but the transmit time doesn't match meaning this // image is different. try self.prepKittyImage(image); // Calculate the dimensions of our image, taking in to // account the rows / columns specified by the placement. const dest_size = p.calculatedSize(image.*, t); // Calculate the source rectangle const source_x = @min(image.width, p.source_x); const source_y = @min(image.height, p.source_y); const source_width = if (p.source_width > 0) @min(image.width - source_x, p.source_width) else image.width; const source_height = if (p.source_height > 0) @min(image.height - source_y, p.source_height) else image.height; // Get the viewport-relative Y position of the placement. const y_pos: i32 = @as(i32, @intCast(img_top_y)) - @as(i32, @intCast(top_y)); // Accumulate the placement if (dest_size.width > 0 and dest_size.height > 0) { try self.image_placements.append(self.alloc, .{ .image_id = image.id, .x = @intCast(rect.top_left.x), .y = y_pos, .z = p.z, .width = dest_size.width, .height = dest_size.height, .cell_offset_x = p.x_offset, .cell_offset_y = p.y_offset, .source_x = source_x, .source_y = source_y, .source_width = source_width, .source_height = source_height, }); } } fn prepKittyImage( self: *Self, image: *const terminal.kitty.graphics.Image, ) !void { // If this image exists and its transmit time is the same we assume // it is the identical image so we don't need to send it to the GPU. const gop = try self.images.getOrPut(self.alloc, image.id); if (gop.found_existing and gop.value_ptr.transmit_time.order(image.transmit_time) == .eq) { return; } // Copy the data into the pending state. const data = try self.alloc.dupe(u8, image.data); errdefer self.alloc.free(data); // Store it in the map const pending: Image.Pending = .{ .width = image.width, .height = image.height, .data = data.ptr, }; const new_image: Image = switch (image.format) { .gray => .{ .pending_gray = pending }, .gray_alpha => .{ .pending_gray_alpha = pending }, .rgb => .{ .pending_rgb = pending }, .rgba => .{ .pending_rgba = pending }, .png => unreachable, // should be decoded by now }; if (!gop.found_existing) { gop.value_ptr.* = .{ .image = new_image, .transmit_time = undefined, }; } else { try gop.value_ptr.image.markForReplace( self.alloc, new_image, ); } gop.value_ptr.transmit_time = image.transmit_time; } /// Update the configuration. pub fn changeConfig(self: *Self, config: *DerivedConfig) !void { self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // We always redo the font shaper in case font features changed. We // could check to see if there was an actual config change but this is // easier and rare enough to not cause performance issues. { var font_shaper = try font.Shaper.init(self.alloc, .{ .features = config.font_features.items, }); errdefer font_shaper.deinit(); self.font_shaper.deinit(); self.font_shaper = font_shaper; } // We also need to reset the shaper cache so shaper info // from the previous font isn't re-used for the new font. const font_shaper_cache = font.ShaperCache.init(); self.font_shaper_cache.deinit(self.alloc); self.font_shaper_cache = font_shaper_cache; // Set our new minimum contrast self.uniforms.min_contrast = config.min_contrast; // Set our new color space and blending self.uniforms.bools.use_display_p3 = config.colorspace == .@"display-p3"; self.uniforms.bools.use_linear_blending = config.blending.isLinear(); self.uniforms.bools.use_linear_correction = config.blending == .@"linear-corrected"; // Set our new colors self.default_background_color = config.background; self.default_foreground_color = config.foreground; self.default_cursor_color = if (!config.cursor_invert) config.cursor_color else null; self.cursor_invert = config.cursor_invert; const old_blending = self.config.blending; const custom_shaders_changed = !self.config.custom_shaders.equal(config.custom_shaders); self.config.deinit(); self.config = config.*; // Reset our viewport to force a rebuild, in case of a font change. self.cells_viewport = null; const blending_changed = old_blending != config.blending; if (blending_changed) { // We update our API's blending mode. self.api.blending = config.blending; // And indicate that we need to reinitialize our shaders. self.reinitialize_shaders = true; // And indicate that our swap chain targets need to // be re-created to account for the new blending mode. self.target_config_modified +%= 1; } if (custom_shaders_changed) { self.reinitialize_shaders = true; } } /// Resize the screen. pub fn setScreenSize( self: *Self, size: renderer.Size, ) void { self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // We only actually need the padding from this, // everything else is derived elsewhere. self.size.padding = size.padding; self.updateScreenSizeUniforms(); log.debug("screen size size={}", .{size}); } /// Update uniforms that are based on the screen size. /// /// Caller must hold the draw mutex. fn updateScreenSizeUniforms(self: *Self) void { const terminal_size = self.size.terminal(); // Blank space around the grid. const blank: renderer.Padding = self.size.screen.blankPadding( self.size.padding, .{ .columns = self.cells.size.columns, .rows = self.cells.size.rows, }, .{ .width = self.grid_metrics.cell_width, .height = self.grid_metrics.cell_height, }, ).add(self.size.padding); // Setup our uniforms self.uniforms.projection_matrix = math.ortho2d( -1 * @as(f32, @floatFromInt(self.size.padding.left)), @floatFromInt(terminal_size.width + self.size.padding.right), @floatFromInt(terminal_size.height + self.size.padding.bottom), -1 * @as(f32, @floatFromInt(self.size.padding.top)), ); self.uniforms.grid_padding = .{ @floatFromInt(blank.top), @floatFromInt(blank.right), @floatFromInt(blank.bottom), @floatFromInt(blank.left), }; } /// Convert the terminal state to GPU cells stored in CPU memory. These /// are then synced to the GPU in the next frame. This only updates CPU /// memory and doesn't touch the GPU. fn rebuildCells( self: *Self, wants_rebuild: bool, screen: *terminal.Screen, screen_type: terminal.ScreenType, mouse: renderer.State.Mouse, preedit: ?renderer.State.Preedit, cursor_style_: ?renderer.CursorStyle, color_palette: *const terminal.color.Palette, ) !void { self.draw_mutex.lock(); defer self.draw_mutex.unlock(); // const start = try std.time.Instant.now(); // const start_micro = std.time.microTimestamp(); // defer { // const end = std.time.Instant.now() catch unreachable; // // "[rebuildCells time] \t" // std.log.warn("[rebuildCells time] {}\t{}", .{start_micro, end.since(start) / std.time.ns_per_us}); // } _ = screen_type; // we might use this again later so not deleting it yet // Create an arena for all our temporary allocations while rebuilding var arena = ArenaAllocator.init(self.alloc); defer arena.deinit(); const arena_alloc = arena.allocator(); // Create our match set for the links. var link_match_set: link.MatchSet = if (mouse.point) |mouse_pt| try self.config.links.matchSet( arena_alloc, screen, mouse_pt, mouse.mods, ) else .{}; // Determine our x/y range for preedit. We don't want to render anything // here because we will render the preedit separately. const preedit_range: ?struct { y: terminal.size.CellCountInt, x: [2]terminal.size.CellCountInt, cp_offset: usize, } = if (preedit) |preedit_v| preedit: { const range = preedit_v.range(screen.cursor.x, screen.pages.cols - 1); break :preedit .{ .y = screen.cursor.y, .x = .{ range.start, range.end }, .cp_offset = range.cp_offset, }; } else null; const grid_size_diff = self.cells.size.rows != screen.pages.rows or self.cells.size.columns != screen.pages.cols; if (grid_size_diff) { var new_size = self.cells.size; new_size.rows = screen.pages.rows; new_size.columns = screen.pages.cols; try self.cells.resize(self.alloc, new_size); // Update our uniforms accordingly, otherwise // our background cells will be out of place. self.uniforms.grid_size = .{ new_size.columns, new_size.rows }; } const rebuild = wants_rebuild or grid_size_diff; if (rebuild) { // If we are doing a full rebuild, then we clear the entire cell buffer. self.cells.reset(); // We also reset our padding extension depending on the screen type switch (self.config.padding_color) { .background => {}, // For extension, assume we are extending in all directions. // For "extend" this may be disabled due to heuristics below. .extend, .@"extend-always" => { self.uniforms.padding_extend = .{ .up = true, .down = true, .left = true, .right = true, }; }, } } // We rebuild the cells row-by-row because we // do font shaping and dirty tracking by row. var row_it = screen.pages.rowIterator(.left_up, .{ .viewport = .{} }, null); // If our cell contents buffer is shorter than the screen viewport, // we render the rows that fit, starting from the bottom. If instead // the viewport is shorter than the cell contents buffer, we align // the top of the viewport with the top of the contents buffer. var y: terminal.size.CellCountInt = @min( screen.pages.rows, self.cells.size.rows, ); while (row_it.next()) |row| { // The viewport may have more rows than our cell contents, // so we need to break from the loop early if we hit y = 0. if (y == 0) break; y -= 1; if (!rebuild) { // Only rebuild if we are doing a full rebuild or this row is dirty. if (!row.isDirty()) continue; // Clear the cells if the row is dirty self.cells.clear(y); } // True if we want to do font shaping around the cursor. // We want to do font shaping as long as the cursor is enabled. const shape_cursor = screen.viewportIsBottom() and y == screen.cursor.y; // We need to get this row's selection, if // there is one, for proper run splitting. const row_selection = sel: { const sel = screen.selection orelse break :sel null; const pin = screen.pages.pin(.{ .viewport = .{ .y = y } }) orelse break :sel null; break :sel sel.containedRow(screen, pin) orelse null; }; // On primary screen, we still apply vertical padding // extension under certain conditions we feel are safe. // // This helps make some scenarios look better while // avoiding scenarios we know do NOT look good. switch (self.config.padding_color) { // These already have the correct values set above. .background, .@"extend-always" => {}, // Apply heuristics for padding extension. .extend => if (y == 0) { self.uniforms.padding_extend.up = !row.neverExtendBg( color_palette, self.background_color orelse self.default_background_color, ); } else if (y == self.cells.size.rows - 1) { self.uniforms.padding_extend.down = !row.neverExtendBg( color_palette, self.background_color orelse self.default_background_color, ); }, } // Iterator of runs for shaping. var run_iter = self.font_shaper.runIterator( self.font_grid, screen, row, row_selection, if (shape_cursor) screen.cursor.x else null, ); var shaper_run: ?font.shape.TextRun = try run_iter.next(self.alloc); var shaper_cells: ?[]const font.shape.Cell = null; var shaper_cells_i: usize = 0; const row_cells_all = row.cells(.all); // If our viewport is wider than our cell contents buffer, // we still only process cells up to the width of the buffer. const row_cells = row_cells_all[0..@min(row_cells_all.len, self.cells.size.columns)]; for (row_cells, 0..) |*cell, x| { // If this cell falls within our preedit range then we // skip this because preedits are setup separately. if (preedit_range) |range| preedit: { // We're not on the preedit line, no actions necessary. if (range.y != y) break :preedit; // We're before the preedit range, no actions necessary. if (x < range.x[0]) break :preedit; // We're in the preedit range, skip this cell. if (x <= range.x[1]) continue; // After exiting the preedit range we need to catch // the run position up because of the missed cells. // In all other cases, no action is necessary. if (x != range.x[1] + 1) break :preedit; // Step the run iterator until we find a run that ends // after the current cell, which will be the soonest run // that might contain glyphs for our cell. while (shaper_run) |run| { if (run.offset + run.cells > x) break; shaper_run = try run_iter.next(self.alloc); shaper_cells = null; shaper_cells_i = 0; } const run = shaper_run orelse break :preedit; // If we haven't shaped this run, do so now. shaper_cells = shaper_cells orelse // Try to read the cells from the shaping cache if we can. self.font_shaper_cache.get(run) orelse cache: { // Otherwise we have to shape them. const cells = try self.font_shaper.shape(run); // Try to cache them. If caching fails for any reason we // continue because it is just a performance optimization, // not a correctness issue. self.font_shaper_cache.put( self.alloc, run, cells, ) catch |err| { log.warn( "error caching font shaping results err={}", .{err}, ); }; // The cells we get from direct shaping are always owned // by the shaper and valid until the next shaping call so // we can safely use them. break :cache cells; }; // Advance our index until we reach or pass // our current x position in the shaper cells. while (shaper_cells.?[shaper_cells_i].x < x) { shaper_cells_i += 1; } } const wide = cell.wide; const style = row.style(cell); const cell_pin: terminal.Pin = cell: { var copy = row; copy.x = @intCast(x); break :cell copy; }; // True if this cell is selected const selected: bool = if (screen.selection) |sel| sel.contains(screen, .{ .node = row.node, .y = row.y, .x = @intCast( // Spacer tails should show the selection // state of the wide cell they belong to. if (wide == .spacer_tail) x -| 1 else x, ), }) else false; const bg_style = style.bg(cell, color_palette); const fg_style = style.fg(color_palette, self.config.bold_is_bright) orelse self.foreground_color orelse self.default_foreground_color; // The final background color for the cell. const bg = bg: { if (selected) { break :bg if (self.config.invert_selection_fg_bg) if (style.flags.inverse) // Cell is selected with invert selection fg/bg // enabled, and the cell has the inverse style // flag, so they cancel out and we get the normal // bg color. bg_style else // If it doesn't have the inverse style // flag then we use the fg color instead. fg_style else // If we don't have invert selection fg/bg set then we // just use the selection background if set, otherwise // the default fg color. break :bg self.config.selection_background orelse self.foreground_color orelse self.default_foreground_color; } // Not selected break :bg if (style.flags.inverse != isCovering(cell.codepoint())) // Two cases cause us to invert (use the fg color as the bg) // - The "inverse" style flag. // - A "covering" glyph; we use fg for bg in that // case to help make sure that padding extension // works correctly. // // If one of these is true (but not the other) // then we use the fg style color for the bg. fg_style else // Otherwise they cancel out. bg_style; }; const fg = fg: { if (selected and !self.config.invert_selection_fg_bg) { // If we don't have invert selection fg/bg set // then we just use the selection foreground if // set, otherwise the default bg color. break :fg self.config.selection_foreground orelse self.background_color orelse self.default_background_color; } // Whether we need to use the bg color as our fg color: // - Cell is inverted and not selected // - Cell is selected and not inverted // Note: if selected then invert sel fg / bg must be // false since we separately handle it if true above. break :fg if (style.flags.inverse != selected) bg_style orelse self.background_color orelse self.default_background_color else fg_style; }; // Foreground alpha for this cell. const alpha: u8 = if (style.flags.faint) 175 else 255; // Set the cell's background color. { const rgb = bg orelse self.background_color orelse self.default_background_color; // Determine our background alpha. If we have transparency configured // then this is dynamic depending on some situations. This is all // in an attempt to make transparency look the best for various // situations. See inline comments. const bg_alpha: u8 = bg_alpha: { const default: u8 = 255; if (self.config.background_opacity >= 1) break :bg_alpha default; // Cells that are selected should be fully opaque. if (selected) break :bg_alpha default; // Cells that are reversed should be fully opaque. if (style.flags.inverse) break :bg_alpha default; // Cells that have an explicit bg color should be fully opaque. if (bg_style != null) { break :bg_alpha default; } // Otherwise, we use the configured background opacity. break :bg_alpha @intFromFloat(@round(self.config.background_opacity * 255.0)); }; self.cells.bgCell(y, x).* = .{ rgb.r, rgb.g, rgb.b, bg_alpha, }; } // If the invisible flag is set on this cell then we // don't need to render any foreground elements, so // we just skip all glyphs with this x coordinate. // // NOTE: This behavior matches xterm. Some other terminal // emulators, e.g. Alacritty, still render text decorations // and only make the text itself invisible. The decision // has been made here to match xterm's behavior for this. if (style.flags.invisible) { continue; } // Give links a single underline, unless they already have // an underline, in which case use a double underline to // distinguish them. const underline: terminal.Attribute.Underline = if (link_match_set.contains(screen, cell_pin)) if (style.flags.underline == .single) .double else .single else style.flags.underline; // We draw underlines first so that they layer underneath text. // This improves readability when a colored underline is used // which intersects parts of the text (descenders). if (underline != .none) self.addUnderline( @intCast(x), @intCast(y), underline, style.underlineColor(color_palette) orelse fg, alpha, ) catch |err| { log.warn( "error adding underline to cell, will be invalid x={} y={}, err={}", .{ x, y, err }, ); }; if (style.flags.overline) self.addOverline(@intCast(x), @intCast(y), fg, alpha) catch |err| { log.warn( "error adding overline to cell, will be invalid x={} y={}, err={}", .{ x, y, err }, ); }; // If we're at or past the end of our shaper run then // we need to get the next run from the run iterator. if (shaper_cells != null and shaper_cells_i >= shaper_cells.?.len) { shaper_run = try run_iter.next(self.alloc); shaper_cells = null; shaper_cells_i = 0; } if (shaper_run) |run| glyphs: { // If we haven't shaped this run yet, do so. shaper_cells = shaper_cells orelse // Try to read the cells from the shaping cache if we can. self.font_shaper_cache.get(run) orelse cache: { // Otherwise we have to shape them. const cells = try self.font_shaper.shape(run); // Try to cache them. If caching fails for any reason we // continue because it is just a performance optimization, // not a correctness issue. self.font_shaper_cache.put( self.alloc, run, cells, ) catch |err| { log.warn( "error caching font shaping results err={}", .{err}, ); }; // The cells we get from direct shaping are always owned // by the shaper and valid until the next shaping call so // we can safely use them. break :cache cells; }; const cells = shaper_cells orelse break :glyphs; // If there are no shaper cells for this run, ignore it. // This can occur for runs of empty cells, and is fine. if (cells.len == 0) break :glyphs; // If we encounter a shaper cell to the left of the current // cell then we have some problems. This logic relies on x // position monotonically increasing. assert(cells[shaper_cells_i].x >= x); // NOTE: An assumption is made here that a single cell will never // be present in more than one shaper run. If that assumption is // violated, this logic breaks. while (shaper_cells_i < cells.len and cells[shaper_cells_i].x == x) : ({ shaper_cells_i += 1; }) { self.addGlyph( @intCast(x), @intCast(y), cell_pin, cells[shaper_cells_i], shaper_run.?, fg, alpha, ) catch |err| { log.warn( "error adding glyph to cell, will be invalid x={} y={}, err={}", .{ x, y, err }, ); }; } } // Finally, draw a strikethrough if necessary. if (style.flags.strikethrough) self.addStrikethrough( @intCast(x), @intCast(y), fg, alpha, ) catch |err| { log.warn( "error adding strikethrough to cell, will be invalid x={} y={}, err={}", .{ x, y, err }, ); }; } } // Setup our cursor rendering information. cursor: { // By default, we don't handle cursor inversion on the shader. self.cells.setCursor(null); self.uniforms.cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16), }; // If we have preedit text, we don't setup a cursor if (preedit != null) break :cursor; // Prepare the cursor cell contents. const style = cursor_style_ orelse break :cursor; const cursor_color = self.cursor_color orelse self.default_cursor_color orelse color: { if (self.cursor_invert) { // Use the foreground color from the cell under the cursor, if any. const sty = screen.cursor.page_pin.style(screen.cursor.page_cell); break :color if (sty.flags.inverse) // If the cell is reversed, use background color instead. (sty.bg(screen.cursor.page_cell, color_palette) orelse self.background_color orelse self.default_background_color) else (sty.fg(color_palette, self.config.bold_is_bright) orelse self.foreground_color orelse self.default_foreground_color); } else { break :color self.foreground_color orelse self.default_foreground_color; } }; self.addCursor(screen, style, cursor_color); // If the cursor is visible then we set our uniforms. if (style == .block and screen.viewportIsBottom()) { const wide = screen.cursor.page_cell.wide; self.uniforms.cursor_pos = .{ // If we are a spacer tail of a wide cell, our cursor needs // to move back one cell. The saturate is to ensure we don't // overflow but this shouldn't happen with well-formed input. switch (wide) { .narrow, .spacer_head, .wide => screen.cursor.x, .spacer_tail => screen.cursor.x -| 1, }, screen.cursor.y, }; self.uniforms.bools.cursor_wide = switch (wide) { .narrow, .spacer_head => false, .wide, .spacer_tail => true, }; const uniform_color = if (self.cursor_invert) blk: { // Use the background color from the cell under the cursor, if any. const sty = screen.cursor.page_pin.style(screen.cursor.page_cell); break :blk if (sty.flags.inverse) // If the cell is reversed, use foreground color instead. (sty.fg(color_palette, self.config.bold_is_bright) orelse self.foreground_color orelse self.default_foreground_color) else (sty.bg(screen.cursor.page_cell, color_palette) orelse self.background_color orelse self.default_background_color); } else if (self.config.cursor_text) |txt| txt else self.background_color orelse self.default_background_color; self.uniforms.cursor_color = .{ uniform_color.r, uniform_color.g, uniform_color.b, 255, }; } } // Setup our preedit text. if (preedit) |preedit_v| { const range = preedit_range.?; var x = range.x[0]; for (preedit_v.codepoints[range.cp_offset..]) |cp| { self.addPreeditCell(cp, .{ .x = x, .y = range.y }) catch |err| { log.warn("error building preedit cell, will be invalid x={} y={}, err={}", .{ x, range.y, err, }); }; x += if (cp.wide) 2 else 1; } } // Update that our cells rebuilt self.cells_rebuilt = true; // Log some things // log.debug("rebuildCells complete cached_runs={}", .{ // self.font_shaper_cache.count(), // }); } /// Add an underline decoration to the specified cell fn addUnderline( self: *Self, x: terminal.size.CellCountInt, y: terminal.size.CellCountInt, style: terminal.Attribute.Underline, color: terminal.color.RGB, alpha: u8, ) !void { const sprite: font.Sprite = switch (style) { .none => unreachable, .single => .underline, .double => .underline_double, .dotted => .underline_dotted, .dashed => .underline_dashed, .curly => .underline_curly, }; const render = try self.font_grid.renderGlyph( self.alloc, font.sprite_index, @intFromEnum(sprite), .{ .cell_width = 1, .grid_metrics = self.grid_metrics, }, ); try self.cells.add(self.alloc, .underline, .{ .mode = .fg, .grid_pos = .{ @intCast(x), @intCast(y) }, .constraint_width = 1, .color = .{ color.r, color.g, color.b, alpha }, .glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y }, .glyph_size = .{ render.glyph.width, render.glyph.height }, .bearings = .{ @intCast(render.glyph.offset_x), @intCast(render.glyph.offset_y), }, }); } /// Add a overline decoration to the specified cell fn addOverline( self: *Self, x: terminal.size.CellCountInt, y: terminal.size.CellCountInt, color: terminal.color.RGB, alpha: u8, ) !void { const render = try self.font_grid.renderGlyph( self.alloc, font.sprite_index, @intFromEnum(font.Sprite.overline), .{ .cell_width = 1, .grid_metrics = self.grid_metrics, }, ); try self.cells.add(self.alloc, .overline, .{ .mode = .fg, .grid_pos = .{ @intCast(x), @intCast(y) }, .constraint_width = 1, .color = .{ color.r, color.g, color.b, alpha }, .glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y }, .glyph_size = .{ render.glyph.width, render.glyph.height }, .bearings = .{ @intCast(render.glyph.offset_x), @intCast(render.glyph.offset_y), }, }); } /// Add a strikethrough decoration to the specified cell fn addStrikethrough( self: *Self, x: terminal.size.CellCountInt, y: terminal.size.CellCountInt, color: terminal.color.RGB, alpha: u8, ) !void { const render = try self.font_grid.renderGlyph( self.alloc, font.sprite_index, @intFromEnum(font.Sprite.strikethrough), .{ .cell_width = 1, .grid_metrics = self.grid_metrics, }, ); try self.cells.add(self.alloc, .strikethrough, .{ .mode = .fg, .grid_pos = .{ @intCast(x), @intCast(y) }, .constraint_width = 1, .color = .{ color.r, color.g, color.b, alpha }, .glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y }, .glyph_size = .{ render.glyph.width, render.glyph.height }, .bearings = .{ @intCast(render.glyph.offset_x), @intCast(render.glyph.offset_y), }, }); } // Add a glyph to the specified cell. fn addGlyph( self: *Self, x: terminal.size.CellCountInt, y: terminal.size.CellCountInt, cell_pin: terminal.Pin, shaper_cell: font.shape.Cell, shaper_run: font.shape.TextRun, color: terminal.color.RGB, alpha: u8, ) !void { const rac = cell_pin.rowAndCell(); const cell = rac.cell; // Render const render = try self.font_grid.renderGlyph( self.alloc, shaper_run.font_index, shaper_cell.glyph_index, .{ .grid_metrics = self.grid_metrics, .thicken = self.config.font_thicken, .thicken_strength = self.config.font_thicken_strength, }, ); // If the glyph is 0 width or height, it will be invisible // when drawn, so don't bother adding it to the buffer. if (render.glyph.width == 0 or render.glyph.height == 0) { return; } const mode: shaderpkg.CellText.Mode = switch (try fgMode( render.presentation, cell_pin, )) { .normal => .fg, .color => .fg_color, .constrained => .fg_constrained, .powerline => .fg_powerline, }; try self.cells.add(self.alloc, .text, .{ .mode = mode, .grid_pos = .{ @intCast(x), @intCast(y) }, .constraint_width = cell.gridWidth(), .color = .{ color.r, color.g, color.b, alpha }, .glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y }, .glyph_size = .{ render.glyph.width, render.glyph.height }, .bearings = .{ @intCast(render.glyph.offset_x + shaper_cell.x_offset), @intCast(render.glyph.offset_y + shaper_cell.y_offset), }, }); } fn addCursor( self: *Self, screen: *terminal.Screen, cursor_style: renderer.CursorStyle, cursor_color: terminal.color.RGB, ) void { // Add the cursor. We render the cursor over the wide character if // we're on the wide character tail. const wide, const x = cell: { // The cursor goes over the screen cursor position. const cell = screen.cursor.page_cell; if (cell.wide != .spacer_tail or screen.cursor.x == 0) break :cell .{ cell.wide == .wide, screen.cursor.x }; // If we're part of a wide character, we move the cursor back to // the actual character. const prev_cell = screen.cursorCellLeft(1); break :cell .{ prev_cell.wide == .wide, screen.cursor.x - 1 }; }; const alpha: u8 = if (!self.focused) 255 else alpha: { const alpha = 255 * self.config.cursor_opacity; break :alpha @intFromFloat(@ceil(alpha)); }; const render = switch (cursor_style) { .block, .block_hollow, .bar, .underline, => render: { const sprite: font.Sprite = switch (cursor_style) { .block => .cursor_rect, .block_hollow => .cursor_hollow_rect, .bar => .cursor_bar, .underline => .underline, .lock => unreachable, }; break :render self.font_grid.renderGlyph( self.alloc, font.sprite_index, @intFromEnum(sprite), .{ .cell_width = if (wide) 2 else 1, .grid_metrics = self.grid_metrics, }, ) catch |err| { log.warn("error rendering cursor glyph err={}", .{err}); return; }; }, .lock => self.font_grid.renderCodepoint( self.alloc, 0xF023, // lock symbol .regular, .text, .{ .cell_width = if (wide) 2 else 1, .grid_metrics = self.grid_metrics, }, ) catch |err| { log.warn("error rendering cursor glyph err={}", .{err}); return; } orelse { // This should never happen because we embed nerd // fonts so we just log and return instead of fallback. log.warn("failed to find lock symbol for cursor codepoint=0xF023", .{}); return; }, }; self.cells.setCursor(.{ .mode = .cursor, .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 }, .glyph_size = .{ render.glyph.width, render.glyph.height }, .bearings = .{ @intCast(render.glyph.offset_x), @intCast(render.glyph.offset_y), }, }); } fn addPreeditCell( self: *Self, cp: renderer.State.Preedit.Codepoint, coord: terminal.Coordinate, ) !void { // Preedit is rendered inverted const bg = self.foreground_color orelse self.default_foreground_color; const fg = self.background_color orelse self.default_background_color; // Render the glyph for our preedit text const render_ = self.font_grid.renderCodepoint( self.alloc, @intCast(cp.codepoint), .regular, .text, .{ .grid_metrics = self.grid_metrics }, ) catch |err| { log.warn("error rendering preedit glyph err={}", .{err}); return; }; const render = render_ orelse { log.warn("failed to find font for preedit codepoint={X}", .{cp.codepoint}); return; }; // Add our opaque background cell self.cells.bgCell(coord.y, coord.x).* = .{ bg.r, bg.g, bg.b, 255, }; if (cp.wide and coord.x < self.cells.size.columns - 1) { self.cells.bgCell(coord.y, coord.x + 1).* = .{ bg.r, bg.g, bg.b, 255, }; } // Add our text try self.cells.add(self.alloc, .text, .{ .mode = .fg, .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 }, .glyph_size = .{ render.glyph.width, render.glyph.height }, .bearings = .{ @intCast(render.glyph.offset_x), @intCast(render.glyph.offset_y), }, }); } /// Sync the atlas data to the given texture. This copies the bytes /// associated with the atlas to the given texture. If the atlas no /// longer fits into the texture, the texture will be resized. fn syncAtlasTexture( self: *const Self, atlas: *const font.Atlas, texture: *Texture, ) !void { if (atlas.size > texture.width) { // Free our old texture texture.*.deinit(); // Reallocate texture.* = try self.api.initAtlasTexture(atlas); } try texture.replaceRegion(0, 0, atlas.size, atlas.size, atlas.data); } }; }