mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
1682 lines
55 KiB
Zig
1682 lines
55 KiB
Zig
//! Rendering implementation for OpenGL.
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pub const OpenGL = @This();
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const std = @import("std");
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const builtin = @import("builtin");
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const glfw = @import("glfw");
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const assert = std.debug.assert;
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const testing = std.testing;
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const Allocator = std.mem.Allocator;
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const ArenaAllocator = std.heap.ArenaAllocator;
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const shadertoy = @import("shadertoy.zig");
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const apprt = @import("../apprt.zig");
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const configpkg = @import("../config.zig");
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const font = @import("../font/main.zig");
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const imgui = @import("imgui");
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const renderer = @import("../renderer.zig");
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const terminal = @import("../terminal/main.zig");
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const Terminal = terminal.Terminal;
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const gl = @import("opengl");
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const trace = @import("tracy").trace;
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const math = @import("../math.zig");
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const Surface = @import("../Surface.zig");
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const CellProgram = @import("opengl/CellProgram.zig");
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const custom = @import("opengl/custom.zig");
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const log = std.log.scoped(.grid);
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/// The runtime can request a single-threaded draw by setting this boolean
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/// to true. In this case, the renderer.draw() call is expected to be called
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/// from the runtime.
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pub const single_threaded_draw = if (@hasDecl(apprt.Surface, "opengl_single_threaded_draw"))
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apprt.Surface.opengl_single_threaded_draw
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else
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false;
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const DrawMutex = if (single_threaded_draw) std.Thread.Mutex else void;
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const drawMutexZero = if (DrawMutex == void) void{} else .{};
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alloc: std.mem.Allocator,
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/// The configuration we need derived from the main config.
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config: DerivedConfig,
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/// Current cell dimensions for this grid.
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cell_size: renderer.CellSize,
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/// Current screen size dimensions for this grid. This is set on the first
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/// resize event, and is not immediately available.
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screen_size: ?renderer.ScreenSize,
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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(CellProgram.Cell),
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cells: std.ArrayListUnmanaged(CellProgram.Cell),
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/// The size of the cells list that was sent to the GPU. This is used
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/// to detect when the cells array was reallocated/resized and handle that
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/// accordingly.
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gl_cells_size: usize = 0,
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/// The last length of the cells that was written to the GPU. This is used to
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/// determine what data needs to be rewritten on the GPU.
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gl_cells_written: usize = 0,
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/// Shader program for cell rendering.
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gl_state: ?GLState = null,
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/// The font structures.
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font_group: *font.GroupCache,
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font_shaper: font.Shaper,
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/// True if the window is focused
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focused: bool,
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/// The actual foreground color. May differ from the config foreground color if
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/// changed by a terminal application
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foreground_color: terminal.color.RGB,
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/// The actual background color. May differ from the config background color if
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/// changed by a terminal application
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background_color: terminal.color.RGB,
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/// The actual cursor color. May differ from the config cursor color if changed
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/// by a terminal application
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cursor_color: ?terminal.color.RGB,
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/// Padding options
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padding: renderer.Options.Padding,
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/// The mailbox for communicating with the window.
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surface_mailbox: apprt.surface.Mailbox,
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/// Deferred operations. This is used to apply changes to the OpenGL context.
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/// Some runtimes (GTK) do not support multi-threading so to keep our logic
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/// simple we apply all OpenGL context changes in the render() call.
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deferred_screen_size: ?SetScreenSize = null,
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deferred_font_size: ?SetFontSize = null,
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/// If we're drawing with single threaded operations
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draw_mutex: DrawMutex = drawMutexZero,
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/// Current background to draw. This may not match self.background if the
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/// terminal is in reversed mode.
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draw_background: terminal.color.RGB,
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/// Defererred OpenGL operation to update the screen size.
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const SetScreenSize = struct {
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size: renderer.ScreenSize,
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fn apply(self: SetScreenSize, r: *OpenGL) !void {
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const gl_state: *GLState = if (r.gl_state) |*v|
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v
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else
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return error.OpenGLUninitialized;
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// Apply our padding
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const padding = if (r.padding.balance)
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renderer.Padding.balanced(self.size, r.gridSize(self.size), r.cell_size)
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else
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r.padding.explicit;
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const padded_size = self.size.subPadding(padding);
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log.debug("GL api: screen size padded={} screen={} grid={} cell={} padding={}", .{
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padded_size,
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self.size,
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r.gridSize(self.size),
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r.cell_size,
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r.padding.explicit,
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});
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(
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0,
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0,
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@intCast(self.size.width),
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@intCast(self.size.height),
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);
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// Update the projection uniform within our shader
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try gl_state.cell_program.program.setUniform(
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"projection",
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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-1 * @as(f32, @floatFromInt(padding.left)),
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@floatFromInt(padded_size.width + padding.right),
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@floatFromInt(padded_size.height + padding.bottom),
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-1 * @as(f32, @floatFromInt(padding.top)),
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),
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);
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// Update our custom shader resolution
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if (gl_state.custom) |*custom_state| {
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try custom_state.setScreenSize(self.size);
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}
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}
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};
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const SetFontSize = struct {
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metrics: font.face.Metrics,
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fn apply(self: SetFontSize, r: *const OpenGL) !void {
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const gl_state = r.gl_state orelse return error.OpenGLUninitialized;
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try gl_state.cell_program.program.setUniform(
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"cell_size",
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@Vector(2, f32){
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@floatFromInt(self.metrics.cell_width),
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@floatFromInt(self.metrics.cell_height),
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},
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);
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try gl_state.cell_program.program.setUniform(
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"strikethrough_position",
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@as(f32, @floatFromInt(self.metrics.strikethrough_position)),
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);
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try gl_state.cell_program.program.setUniform(
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"strikethrough_thickness",
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@as(f32, @floatFromInt(self.metrics.strikethrough_thickness)),
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);
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}
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};
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/// The configuration for this renderer that is derived from the main
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/// configuration. This must be exported so that we don't need to
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/// pass around Config pointers which makes memory management a pain.
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pub const DerivedConfig = struct {
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arena: ArenaAllocator,
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font_thicken: bool,
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font_features: std.ArrayListUnmanaged([]const u8),
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font_styles: font.Group.StyleStatus,
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cursor_color: ?terminal.color.RGB,
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cursor_text: ?terminal.color.RGB,
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cursor_opacity: f64,
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background: terminal.color.RGB,
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background_opacity: f64,
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foreground: terminal.color.RGB,
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selection_background: ?terminal.color.RGB,
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selection_foreground: ?terminal.color.RGB,
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invert_selection_fg_bg: bool,
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custom_shaders: std.ArrayListUnmanaged([]const u8),
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pub fn init(
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alloc_gpa: Allocator,
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config: *const configpkg.Config,
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) !DerivedConfig {
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var arena = ArenaAllocator.init(alloc_gpa);
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errdefer arena.deinit();
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const alloc = arena.allocator();
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// Copy our shaders
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const custom_shaders = try config.@"custom-shader".value.list.clone(alloc);
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// Copy our font features
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const font_features = try config.@"font-feature".list.clone(alloc);
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// Get our font styles
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var font_styles = font.Group.StyleStatus.initFill(true);
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font_styles.set(.bold, config.@"font-style-bold" != .false);
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font_styles.set(.italic, config.@"font-style-italic" != .false);
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font_styles.set(.bold_italic, config.@"font-style-bold-italic" != .false);
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return .{
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.background_opacity = @max(0, @min(1, config.@"background-opacity")),
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.font_thicken = config.@"font-thicken",
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.font_features = font_features,
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.font_styles = font_styles,
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.cursor_color = if (config.@"cursor-color") |col|
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col.toTerminalRGB()
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else
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null,
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.cursor_text = if (config.@"cursor-text") |txt|
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txt.toTerminalRGB()
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else
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null,
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.cursor_opacity = @max(0, @min(1, config.@"cursor-opacity")),
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.background = config.background.toTerminalRGB(),
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.foreground = config.foreground.toTerminalRGB(),
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.invert_selection_fg_bg = config.@"selection-invert-fg-bg",
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.selection_background = if (config.@"selection-background") |bg|
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bg.toTerminalRGB()
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else
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null,
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.selection_foreground = if (config.@"selection-foreground") |bg|
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bg.toTerminalRGB()
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else
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null,
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.custom_shaders = custom_shaders,
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.arena = arena,
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};
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}
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pub fn deinit(self: *DerivedConfig) void {
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self.arena.deinit();
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}
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};
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pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
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// Create the initial font shaper
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var shaper = try font.Shaper.init(alloc, .{
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.features = options.config.font_features.items,
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});
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errdefer shaper.deinit();
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// Setup our font metrics uniform
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const metrics = try resetFontMetrics(
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alloc,
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options.font_group,
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options.config.font_thicken,
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);
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var gl_state = try GLState.init(alloc, options.config, options.font_group);
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errdefer gl_state.deinit();
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return OpenGL{
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.alloc = alloc,
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.config = options.config,
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.cells_bg = .{},
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.cells = .{},
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.cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height },
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.screen_size = null,
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.gl_state = gl_state,
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.font_group = options.font_group,
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.font_shaper = shaper,
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.draw_background = options.config.background,
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.focused = true,
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.foreground_color = options.config.foreground,
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.background_color = options.config.background,
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.cursor_color = options.config.cursor_color,
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.padding = options.padding,
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.surface_mailbox = options.surface_mailbox,
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.deferred_font_size = .{ .metrics = metrics },
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};
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}
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pub fn deinit(self: *OpenGL) void {
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self.font_shaper.deinit();
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if (self.gl_state) |*v| v.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.config.deinit();
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self.* = undefined;
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}
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/// Returns the hints that we want for this
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pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints {
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return .{
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.context_version_major = 3,
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.context_version_minor = 3,
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.opengl_profile = .opengl_core_profile,
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.opengl_forward_compat = true,
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.cocoa_graphics_switching = builtin.os.tag == .macos,
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.cocoa_retina_framebuffer = true,
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.transparent_framebuffer = config.@"background-opacity" < 1,
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};
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}
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/// This is called early right after surface creation.
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pub fn surfaceInit(surface: *apprt.Surface) !void {
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// Treat this like a thread entry
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const self: OpenGL = undefined;
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switch (apprt.runtime) {
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else => @compileError("unsupported app runtime for OpenGL"),
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apprt.gtk => {
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// GTK uses global OpenGL context so we load from null.
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const version = try gl.glad.load(null);
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errdefer gl.glad.unload();
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log.info("loaded OpenGL {}.{}", .{
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gl.glad.versionMajor(@intCast(version)),
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gl.glad.versionMinor(@intCast(version)),
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});
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},
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apprt.glfw => try self.threadEnter(surface),
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}
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// These are very noisy so this is commented, but easy to uncomment
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// whenever we need to check the OpenGL extension list
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// if (builtin.mode == .Debug) {
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// var ext_iter = try gl.ext.iterator();
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// while (try ext_iter.next()) |ext| {
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// log.debug("OpenGL extension available name={s}", .{ext});
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// }
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// }
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}
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/// This is called just prior to spinning up the renderer thread for
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/// final main thread setup requirements.
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pub fn finalizeSurfaceInit(self: *const OpenGL, surface: *apprt.Surface) !void {
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_ = self;
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_ = surface;
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// For GLFW, we grabbed the OpenGL context in surfaceInit and we
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// need to release it before we start the renderer thread.
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if (apprt.runtime == apprt.glfw) {
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glfw.makeContextCurrent(null);
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}
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}
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/// Called when the OpenGL context is made invalid, so we need to free
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/// all previous resources and stop rendering.
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pub fn displayUnrealized(self: *OpenGL) void {
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if (single_threaded_draw) self.draw_mutex.lock();
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defer if (single_threaded_draw) self.draw_mutex.unlock();
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if (self.gl_state) |*v| {
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v.deinit(self.alloc);
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self.gl_state = null;
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}
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}
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/// Called when the OpenGL is ready to be initialized.
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pub fn displayRealize(self: *OpenGL) !void {
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if (single_threaded_draw) self.draw_mutex.lock();
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defer if (single_threaded_draw) self.draw_mutex.unlock();
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// Reset our GPU uniforms
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const metrics = try resetFontMetrics(
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self.alloc,
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self.font_group,
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self.config.font_thicken,
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);
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// Make our new state
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var gl_state = try GLState.init(self.alloc, self.config, self.font_group);
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errdefer gl_state.deinit();
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// Unrealize if we have to
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if (self.gl_state) |*v| v.deinit(self.alloc);
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// Set our new state
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self.gl_state = gl_state;
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// Make sure we invalidate all the fields so that we
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// reflush everything
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self.gl_cells_size = 0;
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self.gl_cells_written = 0;
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self.font_group.atlas_greyscale.modified = true;
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self.font_group.atlas_color.modified = true;
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// We need to reset our uniforms
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if (self.screen_size) |size| {
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self.deferred_screen_size = .{ .size = size };
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}
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self.deferred_font_size = .{ .metrics = metrics };
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}
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/// Callback called by renderer.Thread when it begins.
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pub fn threadEnter(self: *const OpenGL, surface: *apprt.Surface) !void {
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_ = self;
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switch (apprt.runtime) {
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else => @compileError("unsupported app runtime for OpenGL"),
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apprt.gtk => {
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// GTK doesn't support threaded OpenGL operations as far as I can
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// tell, so we use the renderer thread to setup all the state
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// but then do the actual draws and texture syncs and all that
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// on the main thread. As such, we don't do anything here.
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},
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apprt.glfw => {
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// We need to make the OpenGL context current. OpenGL requires
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// that a single thread own the a single OpenGL context (if any). This
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// ensures that the context switches over to our thread. Important:
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// the prior thread MUST have detached the context prior to calling
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// this entrypoint.
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glfw.makeContextCurrent(surface.window);
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errdefer glfw.makeContextCurrent(null);
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glfw.swapInterval(1);
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// Load OpenGL bindings. This API is context-aware so this sets
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// a threadlocal context for these pointers.
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const version = try gl.glad.load(&glfw.getProcAddress);
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errdefer gl.glad.unload();
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log.info("loaded OpenGL {}.{}", .{
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gl.glad.versionMajor(@intCast(version)),
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gl.glad.versionMinor(@intCast(version)),
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});
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},
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}
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}
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/// Callback called by renderer.Thread when it exits.
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pub fn threadExit(self: *const OpenGL) void {
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_ = self;
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switch (apprt.runtime) {
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else => @compileError("unsupported app runtime for OpenGL"),
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apprt.gtk => {
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// We don't need to do any unloading for GTK because we may
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// be sharing the global bindings with other windows.
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},
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apprt.glfw => {
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gl.glad.unload();
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glfw.makeContextCurrent(null);
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},
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}
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}
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/// True if our renderer has animations so that a higher frequency
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/// timer is used.
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pub fn hasAnimations(self: *const OpenGL) bool {
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const state = self.gl_state orelse return false;
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return state.custom != null;
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}
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/// Callback when the focus changes for the terminal this is rendering.
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///
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/// Must be called on the render thread.
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pub fn setFocus(self: *OpenGL, focus: bool) !void {
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self.focused = focus;
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}
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/// Set the new font size.
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///
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/// Must be called on the render thread.
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pub fn setFontSize(self: *OpenGL, size: font.face.DesiredSize) !void {
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if (single_threaded_draw) self.draw_mutex.lock();
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defer if (single_threaded_draw) self.draw_mutex.unlock();
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log.info("set font size={}", .{size});
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// Set our new size, this will also reset our font atlas.
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try self.font_group.setSize(size);
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// Reset our GPU uniforms
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const metrics = try resetFontMetrics(
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self.alloc,
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self.font_group,
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self.config.font_thicken,
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);
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// Defer our GPU updates
|
|
self.deferred_font_size = .{ .metrics = metrics };
|
|
|
|
// Recalculate our cell size. If it is the same as before, then we do
|
|
// nothing since the grid size couldn't have possibly changed.
|
|
const new_cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height };
|
|
if (std.meta.eql(self.cell_size, new_cell_size)) return;
|
|
self.cell_size = new_cell_size;
|
|
|
|
// Notify the window that the cell size changed.
|
|
_ = self.surface_mailbox.push(.{
|
|
.cell_size = new_cell_size,
|
|
}, .{ .forever = {} });
|
|
}
|
|
|
|
/// Reload the font metrics, recalculate cell size, and send that all
|
|
/// down to the GPU.
|
|
fn resetFontMetrics(
|
|
alloc: Allocator,
|
|
font_group: *font.GroupCache,
|
|
font_thicken: bool,
|
|
) !font.face.Metrics {
|
|
// Get our cell metrics based on a regular font ascii 'M'. Why 'M'?
|
|
// Doesn't matter, any normal ASCII will do we're just trying to make
|
|
// sure we use the regular font.
|
|
const metrics = metrics: {
|
|
const index = (try font_group.indexForCodepoint(alloc, 'M', .regular, .text)).?;
|
|
const face = try font_group.group.faceFromIndex(index);
|
|
break :metrics face.metrics;
|
|
};
|
|
log.debug("cell dimensions={}", .{metrics});
|
|
|
|
// Set details for our sprite font
|
|
font_group.group.sprite = font.sprite.Face{
|
|
.width = metrics.cell_width,
|
|
.height = metrics.cell_height,
|
|
.thickness = metrics.underline_thickness * @as(u32, if (font_thicken) 2 else 1),
|
|
.underline_position = metrics.underline_position,
|
|
};
|
|
|
|
return metrics;
|
|
}
|
|
|
|
/// The primary render callback that is completely thread-safe.
|
|
pub fn updateFrame(
|
|
self: *OpenGL,
|
|
surface: *apprt.Surface,
|
|
state: *renderer.State,
|
|
cursor_blink_visible: bool,
|
|
) !void {
|
|
_ = surface;
|
|
|
|
// Data we extract out of the critical area.
|
|
const Critical = struct {
|
|
gl_bg: terminal.color.RGB,
|
|
selection: ?terminal.Selection,
|
|
screen: terminal.Screen,
|
|
preedit: ?renderer.State.Preedit,
|
|
cursor_style: ?renderer.CursorStyle,
|
|
};
|
|
|
|
// Update all our data as tightly as possible within the mutex.
|
|
var critical: Critical = critical: {
|
|
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;
|
|
const fg = self.foreground_color;
|
|
defer {
|
|
self.background_color = bg;
|
|
self.foreground_color = fg;
|
|
}
|
|
if (state.terminal.modes.get(.reverse_colors)) {
|
|
self.background_color = fg;
|
|
self.foreground_color = bg;
|
|
}
|
|
|
|
// 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 wile rebuilding GPU cells.
|
|
const viewport_bottom = state.terminal.screen.viewportIsBottom();
|
|
var screen_copy = if (viewport_bottom) try state.terminal.screen.clone(
|
|
self.alloc,
|
|
.{ .active = 0 },
|
|
.{ .active = state.terminal.rows - 1 },
|
|
) else try state.terminal.screen.clone(
|
|
self.alloc,
|
|
.{ .viewport = 0 },
|
|
.{ .viewport = state.terminal.rows - 1 },
|
|
);
|
|
errdefer screen_copy.deinit();
|
|
|
|
// Convert our selection to viewport points because we copy only
|
|
// the viewport above.
|
|
const selection: ?terminal.Selection = if (state.terminal.screen.selection) |sel|
|
|
sel.toViewport(&state.terminal.screen)
|
|
else
|
|
null;
|
|
|
|
// Whether to draw our cursor or not.
|
|
const cursor_style = renderer.cursorStyle(
|
|
state,
|
|
self.focused,
|
|
cursor_blink_visible,
|
|
);
|
|
|
|
break :critical .{
|
|
.gl_bg = self.background_color,
|
|
.selection = selection,
|
|
.screen = screen_copy,
|
|
.preedit = if (cursor_style != null) state.preedit else null,
|
|
.cursor_style = cursor_style,
|
|
};
|
|
};
|
|
defer critical.screen.deinit();
|
|
|
|
// Grab our draw mutex if we have it and update our data
|
|
{
|
|
if (single_threaded_draw) self.draw_mutex.lock();
|
|
defer if (single_threaded_draw) self.draw_mutex.unlock();
|
|
|
|
// Set our draw data
|
|
self.draw_background = critical.gl_bg;
|
|
|
|
// Build our GPU cells
|
|
try self.rebuildCells(
|
|
critical.selection,
|
|
&critical.screen,
|
|
critical.preedit,
|
|
critical.cursor_style,
|
|
);
|
|
}
|
|
}
|
|
|
|
/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
|
|
/// slow operation but ensures that the GPU state exactly matches the CPU state.
|
|
/// In steady-state operation, we use some GPU tricks to send down stale data
|
|
/// that is ignored. This accumulates more memory; rebuildCells clears it.
|
|
///
|
|
/// Note this doesn't have to typically be manually called. Internally,
|
|
/// the renderer will do this when it needs more memory space.
|
|
pub fn rebuildCells(
|
|
self: *OpenGL,
|
|
term_selection: ?terminal.Selection,
|
|
screen: *terminal.Screen,
|
|
preedit: ?renderer.State.Preedit,
|
|
cursor_style_: ?renderer.CursorStyle,
|
|
) !void {
|
|
const t = trace(@src());
|
|
defer t.end();
|
|
|
|
// Bg cells at most will need space for the visible screen size
|
|
self.cells_bg.clearRetainingCapacity();
|
|
try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols);
|
|
|
|
// For now, we just ensure that we have enough cells for all the lines
|
|
// we have plus a full width. This is very likely too much but its
|
|
// the probably close enough while guaranteeing no more allocations.
|
|
self.cells.clearRetainingCapacity();
|
|
try self.cells.ensureTotalCapacity(
|
|
self.alloc,
|
|
|
|
// * 3 for background modes and cursor and underlines
|
|
// + 1 for cursor
|
|
(screen.rows * screen.cols * 2) + 1,
|
|
);
|
|
|
|
// We've written no data to the GPU, refresh it all
|
|
self.gl_cells_written = 0;
|
|
|
|
// 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: usize,
|
|
x: [2]usize,
|
|
} = if (preedit) |preedit_v| preedit: {
|
|
break :preedit .{
|
|
.y = screen.cursor.y,
|
|
.x = preedit_v.range(screen.cursor.x, screen.cols - 1),
|
|
};
|
|
} else null;
|
|
|
|
// This is the cell that has [mode == .fg] and is underneath our cursor.
|
|
// We keep track of it so that we can invert the colors so the character
|
|
// remains visible.
|
|
var cursor_cell: ?CellProgram.Cell = null;
|
|
|
|
// Build each cell
|
|
var rowIter = screen.rowIterator(.viewport);
|
|
var y: usize = 0;
|
|
while (rowIter.next()) |row| {
|
|
defer y += 1;
|
|
|
|
// Our selection value is only non-null if this selection happens
|
|
// to contain this row. This selection value will be set to only be
|
|
// the selection that contains this row. This way, if the selection
|
|
// changes but not for this line, we don't invalidate the cache.
|
|
const selection = sel: {
|
|
if (term_selection) |sel| {
|
|
const screen_point = (terminal.point.Viewport{
|
|
.x = 0,
|
|
.y = y,
|
|
}).toScreen(screen);
|
|
|
|
// If we are selected, we our colors are just inverted fg/bg.
|
|
if (sel.containedRow(screen, screen_point)) |row_sel| {
|
|
break :sel row_sel;
|
|
}
|
|
}
|
|
|
|
break :sel null;
|
|
};
|
|
|
|
// See Metal.zig
|
|
const cursor_row = if (cursor_style_) |cursor_style|
|
|
cursor_style == .block and
|
|
screen.viewportIsBottom() and
|
|
y == screen.cursor.y
|
|
else
|
|
false;
|
|
|
|
// 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;
|
|
|
|
// If this is the row with our cursor, then we may have to modify
|
|
// the cell with the cursor.
|
|
const start_i: usize = self.cells.items.len;
|
|
defer if (cursor_row) {
|
|
// If we're on a wide spacer tail, then we want to look for
|
|
// the previous cell.
|
|
const screen_cell = row.getCell(screen.cursor.x);
|
|
const x = screen.cursor.x - @intFromBool(screen_cell.attrs.wide_spacer_tail);
|
|
for (self.cells.items[start_i..]) |cell| {
|
|
if (cell.grid_col == x and
|
|
(cell.mode == .fg or cell.mode == .fg_color))
|
|
{
|
|
cursor_cell = cell;
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
// Split our row into runs and shape each one.
|
|
var iter = self.font_shaper.runIterator(
|
|
self.font_group,
|
|
row,
|
|
selection,
|
|
if (shape_cursor) screen.cursor.x else null,
|
|
);
|
|
while (try iter.next(self.alloc)) |run| {
|
|
for (try self.font_shaper.shape(run)) |shaper_cell| {
|
|
// If this cell falls within our preedit range then we skip it.
|
|
// We do this so we don't have conflicting data on the same
|
|
// cell.
|
|
if (preedit_range) |range| {
|
|
if (range.y == y and
|
|
shaper_cell.x >= range.x[0] and
|
|
shaper_cell.x <= range.x[1])
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (self.updateCell(
|
|
term_selection,
|
|
screen,
|
|
row.getCell(shaper_cell.x),
|
|
shaper_cell,
|
|
run,
|
|
shaper_cell.x,
|
|
y,
|
|
)) |update| {
|
|
assert(update);
|
|
} else |err| {
|
|
log.warn("error building cell, will be invalid x={} y={}, err={}", .{
|
|
shaper_cell.x,
|
|
y,
|
|
err,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set row is not dirty anymore
|
|
row.setDirty(false);
|
|
}
|
|
|
|
// Add the cursor at the end so that it overlays everything. If we have
|
|
// a cursor cell then we invert the colors on that and add it in so
|
|
// that we can always see it.
|
|
if (cursor_style_) |cursor_style| cursor_style: {
|
|
// If we have a preedit, we try to render the preedit text on top
|
|
// of the cursor.
|
|
if (preedit) |preedit_v| {
|
|
const range = preedit_range.?;
|
|
var x = range.x[0];
|
|
for (preedit_v.codepoints[0..preedit_v.len]) |cp| {
|
|
self.addPreeditCell(cp, x, 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;
|
|
}
|
|
|
|
// Preedit hides the cursor
|
|
break :cursor_style;
|
|
}
|
|
|
|
_ = self.addCursor(screen, cursor_style);
|
|
if (cursor_cell) |*cell| {
|
|
if (cell.mode == .fg) {
|
|
if (self.config.cursor_text) |txt| {
|
|
cell.fg_r = txt.r;
|
|
cell.fg_g = txt.g;
|
|
cell.fg_b = txt.b;
|
|
cell.fg_a = 255;
|
|
} else {
|
|
cell.fg_r = 0;
|
|
cell.fg_g = 0;
|
|
cell.fg_b = 0;
|
|
cell.fg_a = 255;
|
|
}
|
|
}
|
|
self.cells.appendAssumeCapacity(cell.*);
|
|
}
|
|
}
|
|
|
|
// Some debug mode safety checks
|
|
if (std.debug.runtime_safety) {
|
|
for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
|
|
for (self.cells.items) |cell| assert(cell.mode != .bg);
|
|
}
|
|
}
|
|
|
|
fn addPreeditCell(
|
|
self: *OpenGL,
|
|
cp: renderer.State.Preedit.Codepoint,
|
|
x: usize,
|
|
y: usize,
|
|
) !void {
|
|
// Preedit is rendered inverted
|
|
const bg = self.foreground_color;
|
|
const fg = self.background_color;
|
|
|
|
// Get the font for this codepoint.
|
|
const font_index = if (self.font_group.indexForCodepoint(
|
|
self.alloc,
|
|
@intCast(cp.codepoint),
|
|
.regular,
|
|
.text,
|
|
)) |index| index orelse return else |_| return;
|
|
|
|
// Get the font face so we can get the glyph
|
|
const face = self.font_group.group.faceFromIndex(font_index) catch |err| {
|
|
log.warn("error getting face for font_index={} err={}", .{ font_index, err });
|
|
return;
|
|
};
|
|
|
|
// Use the face to now get the glyph index
|
|
const glyph_index = face.glyphIndex(@intCast(cp.codepoint)) orelse return;
|
|
|
|
// Render the glyph for our preedit text
|
|
const glyph = self.font_group.renderGlyph(
|
|
self.alloc,
|
|
font_index,
|
|
glyph_index,
|
|
.{},
|
|
) catch |err| {
|
|
log.warn("error rendering preedit glyph err={}", .{err});
|
|
return;
|
|
};
|
|
|
|
// Add our opaque background cell
|
|
self.cells_bg.appendAssumeCapacity(.{
|
|
.mode = .bg,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(y),
|
|
.grid_width = if (cp.wide) 2 else 1,
|
|
.glyph_x = 0,
|
|
.glyph_y = 0,
|
|
.glyph_width = 0,
|
|
.glyph_height = 0,
|
|
.glyph_offset_x = 0,
|
|
.glyph_offset_y = 0,
|
|
.fg_r = 0,
|
|
.fg_g = 0,
|
|
.fg_b = 0,
|
|
.fg_a = 0,
|
|
.bg_r = bg.r,
|
|
.bg_g = bg.g,
|
|
.bg_b = bg.b,
|
|
.bg_a = 255,
|
|
});
|
|
|
|
// Add our text
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .fg,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(y),
|
|
.grid_width = if (cp.wide) 2 else 1,
|
|
.glyph_x = glyph.atlas_x,
|
|
.glyph_y = glyph.atlas_y,
|
|
.glyph_width = glyph.width,
|
|
.glyph_height = glyph.height,
|
|
.glyph_offset_x = glyph.offset_x,
|
|
.glyph_offset_y = glyph.offset_y,
|
|
.fg_r = fg.r,
|
|
.fg_g = fg.g,
|
|
.fg_b = fg.b,
|
|
.fg_a = 255,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
});
|
|
}
|
|
|
|
fn addCursor(
|
|
self: *OpenGL,
|
|
screen: *terminal.Screen,
|
|
cursor_style: renderer.CursorStyle,
|
|
) ?*const CellProgram.Cell {
|
|
// Add the cursor. We render the cursor over the wide character if
|
|
// we're on the wide characer tail.
|
|
const wide, const x = cell: {
|
|
// The cursor goes over the screen cursor position.
|
|
const cell = screen.getCell(
|
|
.active,
|
|
screen.cursor.y,
|
|
screen.cursor.x,
|
|
);
|
|
if (!cell.attrs.wide_spacer_tail or screen.cursor.x == 0)
|
|
break :cell .{ cell.attrs.wide, screen.cursor.x };
|
|
|
|
// If we're part of a wide character, we move the cursor back to
|
|
// the actual character.
|
|
break :cell .{ screen.getCell(
|
|
.active,
|
|
screen.cursor.y,
|
|
screen.cursor.x - 1,
|
|
).attrs.wide, screen.cursor.x - 1 };
|
|
};
|
|
|
|
const color = self.cursor_color orelse self.foreground_color;
|
|
const alpha: u8 = if (!self.focused) 255 else alpha: {
|
|
const alpha = 255 * self.config.cursor_opacity;
|
|
break :alpha @intFromFloat(@ceil(alpha));
|
|
};
|
|
|
|
const sprite: font.Sprite = switch (cursor_style) {
|
|
.block => .cursor_rect,
|
|
.block_hollow => .cursor_hollow_rect,
|
|
.bar => .cursor_bar,
|
|
.underline => .underline,
|
|
};
|
|
|
|
const glyph = self.font_group.renderGlyph(
|
|
self.alloc,
|
|
font.sprite_index,
|
|
@intFromEnum(sprite),
|
|
.{ .cell_width = if (wide) 2 else 1 },
|
|
) catch |err| {
|
|
log.warn("error rendering cursor glyph err={}", .{err});
|
|
return null;
|
|
};
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .fg,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(screen.cursor.y),
|
|
.grid_width = if (wide) 2 else 1,
|
|
.fg_r = color.r,
|
|
.fg_g = color.g,
|
|
.fg_b = color.b,
|
|
.fg_a = alpha,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
.glyph_x = glyph.atlas_x,
|
|
.glyph_y = glyph.atlas_y,
|
|
.glyph_width = glyph.width,
|
|
.glyph_height = glyph.height,
|
|
.glyph_offset_x = glyph.offset_x,
|
|
.glyph_offset_y = glyph.offset_y,
|
|
});
|
|
|
|
return &self.cells.items[self.cells.items.len - 1];
|
|
}
|
|
|
|
/// Update a single cell. The bool returns whether the cell was updated
|
|
/// or not. If the cell wasn't updated, a full refreshCells call is
|
|
/// needed.
|
|
pub fn updateCell(
|
|
self: *OpenGL,
|
|
selection: ?terminal.Selection,
|
|
screen: *terminal.Screen,
|
|
cell: terminal.Screen.Cell,
|
|
shaper_cell: font.shape.Cell,
|
|
shaper_run: font.shape.TextRun,
|
|
x: usize,
|
|
y: usize,
|
|
) !bool {
|
|
const t = trace(@src());
|
|
defer t.end();
|
|
|
|
const BgFg = struct {
|
|
/// Background is optional because in un-inverted mode
|
|
/// it may just be equivalent to the default background in
|
|
/// which case we do nothing to save on GPU render time.
|
|
bg: ?terminal.color.RGB,
|
|
|
|
/// Fg is always set to some color, though we may not render
|
|
/// any fg if the cell is empty or has no attributes like
|
|
/// underline.
|
|
fg: terminal.color.RGB,
|
|
};
|
|
|
|
// True if this cell is selected
|
|
// TODO(perf): we can check in advance if selection is in
|
|
// our viewport at all and not run this on every point.
|
|
const selected: bool = if (selection) |sel| selected: {
|
|
const screen_point = (terminal.point.Viewport{
|
|
.x = x,
|
|
.y = y,
|
|
}).toScreen(screen);
|
|
|
|
break :selected sel.contains(screen_point);
|
|
} else false;
|
|
|
|
// The colors for the cell.
|
|
const colors: BgFg = colors: {
|
|
// The normal cell result
|
|
const cell_res: BgFg = if (!cell.attrs.inverse) .{
|
|
// In normal mode, background and fg match the cell. We
|
|
// un-optionalize the fg by defaulting to our fg color.
|
|
.bg = if (cell.attrs.has_bg) cell.bg else null,
|
|
.fg = if (cell.attrs.has_fg) cell.fg else self.foreground_color,
|
|
} else .{
|
|
// In inverted mode, the background MUST be set to something
|
|
// (is never null) so it is either the fg or default fg. The
|
|
// fg is either the bg or default background.
|
|
.bg = if (cell.attrs.has_fg) cell.fg else self.foreground_color,
|
|
.fg = if (cell.attrs.has_bg) cell.bg else self.background_color,
|
|
};
|
|
|
|
// If we are selected, we our colors are just inverted fg/bg
|
|
const selection_res: ?BgFg = if (selected) .{
|
|
.bg = if (self.config.invert_selection_fg_bg)
|
|
cell_res.fg
|
|
else
|
|
self.config.selection_background orelse self.foreground_color,
|
|
.fg = if (self.config.invert_selection_fg_bg)
|
|
cell_res.bg orelse self.background_color
|
|
else
|
|
self.config.selection_foreground orelse self.background_color,
|
|
} else null;
|
|
|
|
// If the cell is "invisible" then we just make fg = bg so that
|
|
// the cell is transparent but still copy-able.
|
|
const res: BgFg = selection_res orelse cell_res;
|
|
if (cell.attrs.invisible) {
|
|
break :colors BgFg{
|
|
.bg = res.bg,
|
|
.fg = res.bg orelse self.background_color,
|
|
};
|
|
}
|
|
|
|
break :colors res;
|
|
};
|
|
|
|
// Calculate the amount of space we need in the cells list.
|
|
const needed = needed: {
|
|
var i: usize = 0;
|
|
if (colors.bg != null) i += 1;
|
|
if (!cell.empty()) i += 1;
|
|
if (cell.attrs.underline != .none) i += 1;
|
|
if (cell.attrs.strikethrough) i += 1;
|
|
break :needed i;
|
|
};
|
|
if (self.cells.items.len + needed > self.cells.capacity) return false;
|
|
|
|
// Alpha multiplier
|
|
const alpha: u8 = if (cell.attrs.faint) 175 else 255;
|
|
|
|
// If the cell has a background, we always draw it.
|
|
if (colors.bg) |rgb| {
|
|
// 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;
|
|
|
|
// If we're selected, we do not apply background opacity
|
|
if (selected) break :bg_alpha default;
|
|
|
|
// If we're reversed, do not apply background opacity
|
|
if (cell.attrs.inverse) break :bg_alpha default;
|
|
|
|
// If we have a background and its not the default background
|
|
// then we apply background opacity
|
|
if (cell.attrs.has_bg and !std.meta.eql(rgb, self.background_color)) {
|
|
break :bg_alpha default;
|
|
}
|
|
|
|
// We apply background opacity.
|
|
var bg_alpha: f64 = @floatFromInt(default);
|
|
bg_alpha *= self.config.background_opacity;
|
|
bg_alpha = @ceil(bg_alpha);
|
|
break :bg_alpha @intFromFloat(bg_alpha);
|
|
};
|
|
|
|
self.cells_bg.appendAssumeCapacity(.{
|
|
.mode = .bg,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(y),
|
|
.grid_width = cell.widthLegacy(),
|
|
.glyph_x = 0,
|
|
.glyph_y = 0,
|
|
.glyph_width = 0,
|
|
.glyph_height = 0,
|
|
.glyph_offset_x = 0,
|
|
.glyph_offset_y = 0,
|
|
.fg_r = 0,
|
|
.fg_g = 0,
|
|
.fg_b = 0,
|
|
.fg_a = 0,
|
|
.bg_r = rgb.r,
|
|
.bg_g = rgb.g,
|
|
.bg_b = rgb.b,
|
|
.bg_a = bg_alpha,
|
|
});
|
|
}
|
|
|
|
// If the cell has a character, draw it
|
|
if (cell.char > 0) {
|
|
// Render
|
|
const glyph = try self.font_group.renderGlyph(
|
|
self.alloc,
|
|
shaper_run.font_index,
|
|
shaper_cell.glyph_index,
|
|
.{
|
|
.max_height = @intCast(self.cell_size.height),
|
|
.thicken = self.config.font_thicken,
|
|
},
|
|
);
|
|
|
|
// If we're rendering a color font, we use the color atlas
|
|
const presentation = try self.font_group.group.presentationFromIndex(shaper_run.font_index);
|
|
const mode: CellProgram.CellMode = switch (presentation) {
|
|
.text => .fg,
|
|
.emoji => .fg_color,
|
|
};
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = mode,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(y),
|
|
.grid_width = cell.widthLegacy(),
|
|
.glyph_x = glyph.atlas_x,
|
|
.glyph_y = glyph.atlas_y,
|
|
.glyph_width = glyph.width,
|
|
.glyph_height = glyph.height,
|
|
.glyph_offset_x = glyph.offset_x,
|
|
.glyph_offset_y = glyph.offset_y,
|
|
.fg_r = colors.fg.r,
|
|
.fg_g = colors.fg.g,
|
|
.fg_b = colors.fg.b,
|
|
.fg_a = alpha,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
});
|
|
}
|
|
|
|
if (cell.attrs.underline != .none) {
|
|
const sprite: font.Sprite = switch (cell.attrs.underline) {
|
|
.none => unreachable,
|
|
.single => .underline,
|
|
.double => .underline_double,
|
|
.dotted => .underline_dotted,
|
|
.dashed => .underline_dashed,
|
|
.curly => .underline_curly,
|
|
};
|
|
|
|
const underline_glyph = try self.font_group.renderGlyph(
|
|
self.alloc,
|
|
font.sprite_index,
|
|
@intFromEnum(sprite),
|
|
.{ .cell_width = if (cell.attrs.wide) 2 else 1 },
|
|
);
|
|
|
|
const color = if (cell.attrs.underline_color) cell.underline_fg else colors.fg;
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .fg,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(y),
|
|
.grid_width = cell.widthLegacy(),
|
|
.glyph_x = underline_glyph.atlas_x,
|
|
.glyph_y = underline_glyph.atlas_y,
|
|
.glyph_width = underline_glyph.width,
|
|
.glyph_height = underline_glyph.height,
|
|
.glyph_offset_x = underline_glyph.offset_x,
|
|
.glyph_offset_y = underline_glyph.offset_y,
|
|
.fg_r = color.r,
|
|
.fg_g = color.g,
|
|
.fg_b = color.b,
|
|
.fg_a = alpha,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
});
|
|
}
|
|
|
|
if (cell.attrs.strikethrough) {
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .strikethrough,
|
|
.grid_col = @intCast(x),
|
|
.grid_row = @intCast(y),
|
|
.grid_width = cell.widthLegacy(),
|
|
.glyph_x = 0,
|
|
.glyph_y = 0,
|
|
.glyph_width = 0,
|
|
.glyph_height = 0,
|
|
.glyph_offset_x = 0,
|
|
.glyph_offset_y = 0,
|
|
.fg_r = colors.fg.r,
|
|
.fg_g = colors.fg.g,
|
|
.fg_b = colors.fg.b,
|
|
.fg_a = alpha,
|
|
.bg_r = 0,
|
|
.bg_g = 0,
|
|
.bg_b = 0,
|
|
.bg_a = 0,
|
|
});
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// Returns the grid size for a given screen size. This is safe to call
|
|
/// on any thread.
|
|
fn gridSize(self: *const OpenGL, screen_size: renderer.ScreenSize) renderer.GridSize {
|
|
return renderer.GridSize.init(
|
|
screen_size.subPadding(self.padding.explicit),
|
|
self.cell_size,
|
|
);
|
|
}
|
|
|
|
/// Update the configuration.
|
|
pub fn changeConfig(self: *OpenGL, config: *DerivedConfig) !void {
|
|
// On configuration change we always reset our font group. There
|
|
// are a variety of configurations that can change font settings
|
|
// so to be safe we just always reset it. This has a performance hit
|
|
// when its not necessary but config reloading shouldn't be so
|
|
// common to cause a problem.
|
|
self.font_group.reset();
|
|
self.font_group.group.styles = config.font_styles;
|
|
self.font_group.atlas_greyscale.clear();
|
|
self.font_group.atlas_color.clear();
|
|
|
|
// 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;
|
|
}
|
|
|
|
self.config.deinit();
|
|
self.config = config.*;
|
|
}
|
|
|
|
/// Set the screen size for rendering. This will update the projection
|
|
/// used for the shader so that the scaling of the grid is correct.
|
|
pub fn setScreenSize(
|
|
self: *OpenGL,
|
|
dim: renderer.ScreenSize,
|
|
pad: renderer.Padding,
|
|
) !void {
|
|
if (single_threaded_draw) self.draw_mutex.lock();
|
|
defer if (single_threaded_draw) self.draw_mutex.unlock();
|
|
|
|
// Reset our buffer sizes so that we free memory when the screen shrinks.
|
|
// This could be made more clever by only doing this when the screen
|
|
// shrinks but the performance cost really isn't that much.
|
|
self.cells.clearAndFree(self.alloc);
|
|
self.cells_bg.clearAndFree(self.alloc);
|
|
|
|
// Store our screen size
|
|
self.screen_size = dim;
|
|
self.padding.explicit = pad;
|
|
|
|
// Recalculate the rows/columns.
|
|
const grid_size = self.gridSize(dim);
|
|
|
|
log.debug("screen size screen={} grid={} cell={} padding={}", .{
|
|
dim,
|
|
grid_size,
|
|
self.cell_size,
|
|
self.padding.explicit,
|
|
});
|
|
|
|
// Defer our OpenGL updates
|
|
self.deferred_screen_size = .{ .size = dim };
|
|
}
|
|
|
|
/// Updates the font texture atlas if it is dirty.
|
|
fn flushAtlas(self: *OpenGL) !void {
|
|
const gl_state = self.gl_state orelse return;
|
|
|
|
{
|
|
const atlas = &self.font_group.atlas_greyscale;
|
|
if (atlas.modified) {
|
|
atlas.modified = false;
|
|
var texbind = try gl_state.texture.bind(.@"2D");
|
|
defer texbind.unbind();
|
|
|
|
if (atlas.resized) {
|
|
atlas.resized = false;
|
|
try texbind.image2D(
|
|
0,
|
|
.red,
|
|
@intCast(atlas.size),
|
|
@intCast(atlas.size),
|
|
0,
|
|
.red,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
} else {
|
|
try texbind.subImage2D(
|
|
0,
|
|
0,
|
|
0,
|
|
@intCast(atlas.size),
|
|
@intCast(atlas.size),
|
|
.red,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
const atlas = &self.font_group.atlas_color;
|
|
if (atlas.modified) {
|
|
atlas.modified = false;
|
|
var texbind = try gl_state.texture_color.bind(.@"2D");
|
|
defer texbind.unbind();
|
|
|
|
if (atlas.resized) {
|
|
atlas.resized = false;
|
|
try texbind.image2D(
|
|
0,
|
|
.rgba,
|
|
@intCast(atlas.size),
|
|
@intCast(atlas.size),
|
|
0,
|
|
.bgra,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
} else {
|
|
try texbind.subImage2D(
|
|
0,
|
|
0,
|
|
0,
|
|
@intCast(atlas.size),
|
|
@intCast(atlas.size),
|
|
.bgra,
|
|
.UnsignedByte,
|
|
atlas.data.ptr,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Render renders the current cell state. This will not modify any of
|
|
/// the cells.
|
|
pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void {
|
|
const t = trace(@src());
|
|
defer t.end();
|
|
|
|
// If we're in single-threaded more we grab a lock since we use shared data.
|
|
if (single_threaded_draw) self.draw_mutex.lock();
|
|
defer if (single_threaded_draw) self.draw_mutex.unlock();
|
|
const gl_state: *GLState = if (self.gl_state) |*v| v else return;
|
|
|
|
// Draw our terminal cells
|
|
try self.drawCellProgram(gl_state);
|
|
|
|
// Draw our custom shaders
|
|
if (gl_state.custom) |*custom_state| {
|
|
try self.drawCustomPrograms(custom_state);
|
|
}
|
|
|
|
// Swap our window buffers
|
|
switch (apprt.runtime) {
|
|
apprt.glfw => surface.window.swapBuffers(),
|
|
apprt.gtk => {},
|
|
else => @compileError("unsupported runtime"),
|
|
}
|
|
}
|
|
|
|
fn drawCustomPrograms(
|
|
self: *OpenGL,
|
|
custom_state: *custom.State,
|
|
) !void {
|
|
_ = self;
|
|
|
|
// Bind our state that is global to all custom shaders
|
|
const custom_bind = try custom_state.bind();
|
|
defer custom_bind.unbind();
|
|
|
|
// Setup the new frame
|
|
try custom_state.newFrame();
|
|
|
|
// Go through each custom shader and draw it.
|
|
for (custom_state.programs) |program| {
|
|
// Bind our cell program state, buffers
|
|
const bind = try program.bind();
|
|
defer bind.unbind();
|
|
|
|
try gl.drawElementsInstanced(
|
|
gl.c.GL_TRIANGLES,
|
|
6,
|
|
gl.c.GL_UNSIGNED_BYTE,
|
|
1,
|
|
);
|
|
}
|
|
}
|
|
|
|
/// Runs the cell program (shaders) to draw the terminal grid.
|
|
fn drawCellProgram(
|
|
self: *OpenGL,
|
|
gl_state: *const GLState,
|
|
) !void {
|
|
// Try to flush our atlas, this will only do something if there
|
|
// are changes to the atlas.
|
|
try self.flushAtlas();
|
|
|
|
// If we have custom shaders, then we draw to the custom
|
|
// shader framebuffer.
|
|
const fbobind: ?gl.Framebuffer.Binding = fbobind: {
|
|
const state = gl_state.custom orelse break :fbobind null;
|
|
break :fbobind try state.fbo.bind(.framebuffer);
|
|
};
|
|
defer if (fbobind) |v| v.unbind();
|
|
|
|
// Clear the surface
|
|
gl.clearColor(
|
|
@as(f32, @floatFromInt(self.draw_background.r)) / 255,
|
|
@as(f32, @floatFromInt(self.draw_background.g)) / 255,
|
|
@as(f32, @floatFromInt(self.draw_background.b)) / 255,
|
|
@floatCast(self.config.background_opacity),
|
|
);
|
|
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
|
|
|
|
// Bind our cell program state, buffers
|
|
const bind = try gl_state.cell_program.bind();
|
|
defer bind.unbind();
|
|
|
|
// Bind our textures
|
|
try gl.Texture.active(gl.c.GL_TEXTURE0);
|
|
var texbind = try gl_state.texture.bind(.@"2D");
|
|
defer texbind.unbind();
|
|
|
|
try gl.Texture.active(gl.c.GL_TEXTURE1);
|
|
var texbind1 = try gl_state.texture_color.bind(.@"2D");
|
|
defer texbind1.unbind();
|
|
|
|
// If we have deferred operations, run them.
|
|
if (self.deferred_screen_size) |v| {
|
|
try v.apply(self);
|
|
self.deferred_screen_size = null;
|
|
}
|
|
if (self.deferred_font_size) |v| {
|
|
try v.apply(self);
|
|
self.deferred_font_size = null;
|
|
}
|
|
|
|
// Draw our background, then draw the fg on top of it.
|
|
try self.drawCells(bind.vbo, self.cells_bg);
|
|
try self.drawCells(bind.vbo, self.cells);
|
|
}
|
|
|
|
/// Loads some set of cell data into our buffer and issues a draw call.
|
|
/// This expects all the OpenGL state to be setup.
|
|
///
|
|
/// Future: when we move to multiple shaders, this will go away and
|
|
/// we'll have a draw call per-shader.
|
|
fn drawCells(
|
|
self: *OpenGL,
|
|
binding: gl.Buffer.Binding,
|
|
cells: std.ArrayListUnmanaged(CellProgram.Cell),
|
|
) !void {
|
|
// If we have no cells to render, then we render nothing.
|
|
if (cells.items.len == 0) return;
|
|
|
|
// Todo: get rid of this completely
|
|
self.gl_cells_written = 0;
|
|
|
|
// Our allocated buffer on the GPU is smaller than our capacity.
|
|
// We reallocate a new buffer with the full new capacity.
|
|
if (self.gl_cells_size < cells.capacity) {
|
|
log.info("reallocating GPU buffer old={} new={}", .{
|
|
self.gl_cells_size,
|
|
cells.capacity,
|
|
});
|
|
|
|
try binding.setDataNullManual(
|
|
@sizeOf(CellProgram.Cell) * cells.capacity,
|
|
.static_draw,
|
|
);
|
|
|
|
self.gl_cells_size = cells.capacity;
|
|
self.gl_cells_written = 0;
|
|
}
|
|
|
|
// If we have data to write to the GPU, send it.
|
|
if (self.gl_cells_written < cells.items.len) {
|
|
const data = cells.items[self.gl_cells_written..];
|
|
// log.info("sending {} cells to GPU", .{data.len});
|
|
try binding.setSubData(self.gl_cells_written * @sizeOf(CellProgram.Cell), data);
|
|
|
|
self.gl_cells_written += data.len;
|
|
assert(data.len > 0);
|
|
assert(self.gl_cells_written <= cells.items.len);
|
|
}
|
|
|
|
try gl.drawElementsInstanced(
|
|
gl.c.GL_TRIANGLES,
|
|
6,
|
|
gl.c.GL_UNSIGNED_BYTE,
|
|
cells.items.len,
|
|
);
|
|
}
|
|
|
|
/// The OpenGL objects that are associated with a renderer. This makes it
|
|
/// easy to create/destroy these as a set in situations i.e. where the
|
|
/// OpenGL context is replaced.
|
|
const GLState = struct {
|
|
cell_program: CellProgram,
|
|
texture: gl.Texture,
|
|
texture_color: gl.Texture,
|
|
custom: ?custom.State,
|
|
|
|
pub fn init(
|
|
alloc: Allocator,
|
|
config: DerivedConfig,
|
|
font_group: *font.GroupCache,
|
|
) !GLState {
|
|
var arena = ArenaAllocator.init(alloc);
|
|
defer arena.deinit();
|
|
const arena_alloc = arena.allocator();
|
|
|
|
// Load our custom shaders
|
|
const custom_state: ?custom.State = custom: {
|
|
const shaders: []const [:0]const u8 = shadertoy.loadFromFiles(
|
|
arena_alloc,
|
|
config.custom_shaders.items,
|
|
.glsl,
|
|
) catch |err| err: {
|
|
log.warn("error loading custom shaders err={}", .{err});
|
|
break :err &.{};
|
|
};
|
|
if (shaders.len == 0) break :custom null;
|
|
|
|
break :custom custom.State.init(
|
|
alloc,
|
|
shaders,
|
|
) catch |err| err: {
|
|
log.warn("error initializing custom shaders err={}", .{err});
|
|
break :err null;
|
|
};
|
|
};
|
|
|
|
// Blending for text. We use GL_ONE here because we should be using
|
|
// premultiplied alpha for all our colors in our fragment shaders.
|
|
// This avoids having a blurry border where transparency is expected on
|
|
// pixels.
|
|
try gl.enable(gl.c.GL_BLEND);
|
|
try gl.blendFunc(gl.c.GL_ONE, gl.c.GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Build our texture
|
|
const tex = try gl.Texture.create();
|
|
errdefer tex.destroy();
|
|
{
|
|
const texbind = try tex.bind(.@"2D");
|
|
try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
|
|
try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
|
|
try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
|
|
try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
|
|
try texbind.image2D(
|
|
0,
|
|
.red,
|
|
@intCast(font_group.atlas_greyscale.size),
|
|
@intCast(font_group.atlas_greyscale.size),
|
|
0,
|
|
.red,
|
|
.UnsignedByte,
|
|
font_group.atlas_greyscale.data.ptr,
|
|
);
|
|
}
|
|
|
|
// Build our color texture
|
|
const tex_color = try gl.Texture.create();
|
|
errdefer tex_color.destroy();
|
|
{
|
|
const texbind = try tex_color.bind(.@"2D");
|
|
try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
|
|
try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
|
|
try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
|
|
try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
|
|
try texbind.image2D(
|
|
0,
|
|
.rgba,
|
|
@intCast(font_group.atlas_color.size),
|
|
@intCast(font_group.atlas_color.size),
|
|
0,
|
|
.bgra,
|
|
.UnsignedByte,
|
|
font_group.atlas_color.data.ptr,
|
|
);
|
|
}
|
|
|
|
// Build our cell renderer
|
|
const cell_program = try CellProgram.init();
|
|
errdefer cell_program.deinit();
|
|
|
|
return .{
|
|
.cell_program = cell_program,
|
|
.texture = tex,
|
|
.texture_color = tex_color,
|
|
.custom = custom_state,
|
|
};
|
|
}
|
|
|
|
pub fn deinit(self: *GLState, alloc: Allocator) void {
|
|
if (self.custom) |v| v.deinit(alloc);
|
|
self.texture.destroy();
|
|
self.texture_color.destroy();
|
|
self.cell_program.deinit();
|
|
}
|
|
};
|