diff options
Diffstat (limited to 'alacritty/src/renderer/graphics')
-rw-r--r-- | alacritty/src/renderer/graphics/draw.rs | 242 | ||||
-rw-r--r-- | alacritty/src/renderer/graphics/mod.rs | 149 | ||||
-rw-r--r-- | alacritty/src/renderer/graphics/shader.rs | 199 |
3 files changed, 590 insertions, 0 deletions
diff --git a/alacritty/src/renderer/graphics/draw.rs b/alacritty/src/renderer/graphics/draw.rs new file mode 100644 index 00000000..e07cc078 --- /dev/null +++ b/alacritty/src/renderer/graphics/draw.rs @@ -0,0 +1,242 @@ +//! This module implements the functionality to render graphic textures +//! in the display. +//! +//! [`RenderList`] is used to track graphics in the visible cells. When all +//! cells in the grid are read, graphics are rendered using the positions +//! found in those cells. + +use std::collections::BTreeMap; +use std::mem::{self, MaybeUninit}; + +use crate::display::content::RenderableCell; +use crate::gl::{self, types::*}; +use crate::renderer::graphics::{shader, GraphicsRenderer}; + +use alacritty_terminal::graphics::GraphicId; +use alacritty_terminal::index::{Column, Line}; +use alacritty_terminal::term::SizeInfo; + +use log::trace; + +/// Position to render each texture in the grid. +struct RenderPosition { + column: Column, + line: Line, + offset_x: u16, + offset_y: u16, +} + +/// Track textures to be rendered in the display. +#[derive(Default)] +pub struct RenderList { + items: BTreeMap<GraphicId, RenderPosition>, +} + +impl RenderList { + /// Detects if the cell contains a graphic, then add it to the render list. + /// + /// The graphic is added only the first time it is found in a cell. + #[inline] + pub fn update(&mut self, cell: &RenderableCell) { + if let Some(graphic) = &cell.graphic { + let graphic_id = graphic.graphic_id(); + if self.items.contains_key(&graphic_id) { + return; + } + + let render_item = RenderPosition { + column: cell.point.column, + line: Line(cell.point.line as i32), + offset_x: graphic.offset_x, + offset_y: graphic.offset_y, + }; + + self.items.insert(graphic_id, render_item); + } + } + + /// Returns `true` if there are no items to render. + #[inline] + pub fn is_empty(&self) -> bool { + self.items.is_empty() + } + + /// Builds a list of vertex for the shader program. + pub fn build_vertices(self, renderer: &GraphicsRenderer) -> Vec<shader::Vertex> { + use shader::VertexSide::{BottomLeft, BottomRight, TopLeft, TopRight}; + + let mut vertices = Vec::new(); + + for (graphics_id, render_item) in self.items { + let graphic_texture = match renderer.graphic_textures.get(&graphics_id) { + Some(tex) => tex, + None => continue, + }; + + vertices.reserve(6); + + let vertex = shader::Vertex { + texture_id: graphic_texture.texture.0, + sides: TopLeft, + column: render_item.column.0 as GLuint, + line: render_item.line.0 as GLuint, + height: graphic_texture.height, + width: graphic_texture.width, + offset_x: render_item.offset_x, + offset_y: render_item.offset_y, + base_cell_height: graphic_texture.cell_height, + }; + + vertices.push(vertex); + + for &sides in &[TopRight, BottomLeft, TopRight, BottomRight, BottomLeft] { + vertices.push(shader::Vertex { sides, ..vertex }); + } + } + + vertices + } + + /// Draw graphics in the display, using the graphics rendering shader + /// program. + pub fn draw(self, renderer: &GraphicsRenderer, size_info: &SizeInfo) { + let vertices = self.build_vertices(renderer); + + // Initialize the rendering program. + unsafe { + gl::BindBuffer(gl::ARRAY_BUFFER, renderer.program.vbo); + gl::BindVertexArray(renderer.program.vao); + + gl::UseProgram(renderer.program.id); + + gl::Uniform2f( + renderer.program.u_cell_dimensions, + size_info.cell_width(), + size_info.cell_height(), + ); + gl::Uniform2f( + renderer.program.u_view_dimensions, + size_info.width(), + size_info.height(), + ); + + gl::BlendFuncSeparate(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA, gl::SRC_ALPHA, gl::ONE); + } + + // Array for storing the batch to render multiple graphics in a single call to the + // shader program. + // + // Each graphic requires 6 vertices (2 triangles to make a rectangle), and we will + // never have more than `TEXTURES_ARRAY_SIZE` graphics in a single call, so we set + // the array size to the maximum value that we can use. + let mut batch = [MaybeUninit::uninit(); shader::TEXTURES_ARRAY_SIZE * 6]; + let mut batch_size = 0; + + macro_rules! send_batch { + () => { + #[allow(unused_assignments)] + if batch_size > 0 { + trace!("Call glDrawArrays with {} items", batch_size); + + unsafe { + gl::BufferData( + gl::ARRAY_BUFFER, + (batch_size * mem::size_of::<shader::Vertex>()) as isize, + batch.as_ptr().cast(), + gl::STREAM_DRAW, + ); + + gl::DrawArrays(gl::TRIANGLES, 0, batch_size as GLint); + } + + batch_size = 0; + } + }; + } + + // In order to send textures to the shader program we need to get a _slot_ + // for every texture associated to a graphic. + // + // We have `u_textures.len()` slots available in each execution of the + // shader. + // + // For each slot we need three values: + // + // - The texture unit for `glActiveTexture` (`GL_TEXTUREi`). + // - The uniform location for `textures[i]`. + // - The index `i`, used to set the value of the uniform. + // + // These values are generated using the `tex_slots_generator` iterator. + // + // A single graphic has 6 vertices. All vertices will use the same texture + // slot. To detect if a texture has already a slot, we only need to compare + // with the last texture (`last_tex_slot`) because all the vertices of a + // single graphic are consecutive. + // + // When all slots are occupied, or the batch array is full, the current + // batch is sent and the iterator is reset. + // + // This logic could be simplified using the [Bindless Texture extension], + // but it is not a core feature of any OpenGL version, so hardware support + // is uncertain. + // + // [Bindless Texture extension]: https://www.khronos.org/opengl/wiki/Bindless_Texture + + let tex_slots_generator = (gl::TEXTURE0..=gl::TEXTURE31) + .zip(renderer.program.u_textures.iter()) + .zip(0_u32..) + .map(|((tex_enum, &u_texture), index)| (tex_enum, u_texture, index)); + + let mut tex_slots = tex_slots_generator.clone(); + + // Keep the last allocated slot in a `(texture id, index)` tuple. + let mut last_tex_slot = (0, 0); + + for mut vertex in vertices { + // Check if we can reuse the last texture slot. + if last_tex_slot.0 != vertex.texture_id { + last_tex_slot = loop { + match tex_slots.next() { + None => { + // No more slots. Send the batch and reset the iterator. + send_batch!(); + tex_slots = tex_slots_generator.clone(); + }, + + Some((tex_enum, u_texture, index)) => { + unsafe { + gl::ActiveTexture(tex_enum); + gl::BindTexture(gl::TEXTURE_2D, vertex.texture_id); + gl::Uniform1i(u_texture, index as GLint); + } + + break (vertex.texture_id, index); + }, + } + }; + } + + vertex.texture_id = last_tex_slot.1; + batch[batch_size] = MaybeUninit::new(vertex); + batch_size += 1; + + if batch_size == batch.len() { + send_batch!(); + } + } + + send_batch!(); + + // Reset state. + unsafe { + gl::BlendFunc(gl::SRC1_COLOR, gl::ONE_MINUS_SRC1_COLOR); + + gl::ActiveTexture(gl::TEXTURE0); + gl::BindTexture(gl::TEXTURE_2D, 0); + + gl::UseProgram(0); + gl::BindVertexArray(0); + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + } + } +} diff --git a/alacritty/src/renderer/graphics/mod.rs b/alacritty/src/renderer/graphics/mod.rs new file mode 100644 index 00000000..3fecd549 --- /dev/null +++ b/alacritty/src/renderer/graphics/mod.rs @@ -0,0 +1,149 @@ +//! This module implements the functionality to support graphics in the grid. + +use std::mem; + +use alacritty_terminal::graphics::{ColorType, GraphicData, GraphicId, UpdateQueues}; +use alacritty_terminal::term::SizeInfo; + +use log::trace; +use serde::{Deserialize, Serialize}; + +use crate::gl; +use crate::gl::types::*; +use crate::renderer; + +use std::collections::HashMap; + +mod draw; +mod shader; + +pub use draw::RenderList; + +/// Type for texture names generated in the GPU. +#[derive(Serialize, Deserialize, Eq, PartialEq, Clone, Debug)] +pub struct TextureName(GLuint); + +// In debug mode, check if the inner value was set to zero, so we can detect if +// the associated texture was deleted from the GPU. +#[cfg(debug_assertions)] +impl Drop for TextureName { + fn drop(&mut self) { + if self.0 != 0 { + log::error!("Texture {} was not deleted.", self.0); + } + } +} + +/// Texture for a graphic in the grid. +#[derive(Serialize, Deserialize, PartialEq, Clone, Debug)] +pub struct GraphicTexture { + /// Texture in the GPU where the graphic pixels are stored. + texture: TextureName, + + /// Cell height at the moment graphic was created. + /// + /// Used to scale it if the user increases or decreases the font size. + cell_height: f32, + + /// Width in pixels of the graphic. + width: u16, + + /// Height in pixels of the graphic. + height: u16, +} + +#[derive(Debug)] +pub struct GraphicsRenderer { + /// Program in the GPU to render graphics. + program: shader::GraphicsShaderProgram, + + /// Collection to associate graphic identifiers with their textures. + graphic_textures: HashMap<GraphicId, GraphicTexture>, +} + +impl GraphicsRenderer { + pub fn new() -> Result<GraphicsRenderer, renderer::Error> { + let program = shader::GraphicsShaderProgram::new()?; + Ok(GraphicsRenderer { program, graphic_textures: HashMap::default() }) + } + + /// Run the required actions to apply changes for the graphics in the grid. + #[inline] + pub fn run_updates(&mut self, update_queues: UpdateQueues, size_info: &SizeInfo) { + self.remove_graphics(update_queues.remove_queue); + self.upload_pending_graphics(update_queues.pending, size_info); + } + + /// Release resources used by removed graphics. + fn remove_graphics(&mut self, removed_ids: Vec<GraphicId>) { + let mut textures = Vec::with_capacity(removed_ids.len()); + for id in removed_ids { + if let Some(mut graphic_texture) = self.graphic_textures.remove(&id) { + // Reset the inner value of TextureName, so the Drop implementation + // (in debug mode) can verify that the texture was deleted. + textures.push(mem::take(&mut graphic_texture.texture.0)); + } + } + + trace!("Call glDeleteTextures with {} items", textures.len()); + + unsafe { + gl::DeleteTextures(textures.len() as GLint, textures.as_ptr()); + } + } + + /// Create new textures in the GPU, and upload the pixels to them. + fn upload_pending_graphics(&mut self, graphics: Vec<GraphicData>, size_info: &SizeInfo) { + for graphic in graphics { + let mut texture = 0; + + unsafe { + gl::GenTextures(1, &mut texture); + trace!("Texture generated: {}", texture); + + gl::BindTexture(gl::TEXTURE_2D, texture); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAX_LEVEL, 0); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as GLint); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as GLint); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as GLint); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as GLint); + + let pixel_format = match graphic.color_type { + ColorType::Rgb => gl::RGB, + ColorType::Rgba => gl::RGBA, + }; + + gl::TexImage2D( + gl::TEXTURE_2D, + 0, + gl::RGBA as GLint, + graphic.width as GLint, + graphic.height as GLint, + 0, + pixel_format, + gl::UNSIGNED_BYTE, + graphic.pixels.as_ptr().cast(), + ); + + gl::BindTexture(gl::TEXTURE_2D, 0); + } + + let graphic_texture = GraphicTexture { + texture: TextureName(texture), + cell_height: size_info.cell_height(), + width: graphic.width as u16, + height: graphic.height as u16, + }; + + self.graphic_textures.insert(graphic.id, graphic_texture); + } + } + + /// Draw graphics in the display. + #[inline] + pub fn draw(&mut self, render_list: RenderList, size_info: &SizeInfo) { + if !render_list.is_empty() { + render_list.draw(self, size_info); + } + } +} diff --git a/alacritty/src/renderer/graphics/shader.rs b/alacritty/src/renderer/graphics/shader.rs new file mode 100644 index 00000000..8d30d2a3 --- /dev/null +++ b/alacritty/src/renderer/graphics/shader.rs @@ -0,0 +1,199 @@ +use std::mem; + +use crate::gl; +use crate::gl::types::*; +use crate::renderer; + +/// Number of elements of the `textures[]` uniform. +/// +/// If the file `graphics.f.glsl` is modified, this value has to be updated. +pub(super) const TEXTURES_ARRAY_SIZE: usize = 16; + +/// Sides where the vertex is located. +/// +/// * Bit 0 (LSB) is 0 for top and 1 for bottom. +/// * Bit 1 is 0 for left and 1 for right. +#[derive(Debug, Copy, Clone, PartialEq)] +#[repr(u8)] +pub enum VertexSide { + TopLeft = 0b00, + TopRight = 0b10, + BottomLeft = 0b01, + BottomRight = 0b11, +} + +/// Vertex data to execute the graphics rendering program. +#[derive(Debug, Copy, Clone, PartialEq)] +pub struct Vertex { + /// Texture associated to the graphic. + pub texture_id: GLuint, + + /// Sides where the vertex is located. + pub sides: VertexSide, + + /// Column number in the grid where the left vertex is set. + pub column: GLuint, + + /// Line where the top vertex is set. + pub line: GLuint, + + /// Height, in pixels, of the texture. + pub height: u16, + + /// Width, in pixels, of the texture. + pub width: u16, + + /// Offset in the x direction. + pub offset_x: u16, + + /// Offset in the y direction. + pub offset_y: u16, + + /// Height, in pixels, of a single cell when the graphic was added. + pub base_cell_height: f32, +} + +/// Sources for the graphics rendering program. +static GRAPHICS_SHADER_F: &str = include_str!("../../../res/graphics.f.glsl"); +static GRAPHICS_SHADER_V: &str = include_str!("../../../res/graphics.v.glsl"); + +/// Graphics rendering program. +#[derive(Debug)] +pub struct GraphicsShaderProgram { + /// Program id. + pub id: GLuint, + + /// Uniform of the cell dimensions. + pub u_cell_dimensions: GLint, + + /// Uniform of the view dimensions. + pub u_view_dimensions: GLint, + + /// Uniform array of the textures. + pub u_textures: Vec<GLint>, + + /// Vertex Array Object (VAO) for the fields of `Vertex`. + pub vao: GLuint, + + /// Vertex Buffer Object (VBO) to send instances of `Vertex`. + pub vbo: GLuint, +} + +impl GraphicsShaderProgram { + pub fn new() -> Result<Self, renderer::ShaderCreationError> { + let vertex_shader = renderer::create_shader(gl::VERTEX_SHADER, GRAPHICS_SHADER_V)?; + let fragment_shader = renderer::create_shader(gl::FRAGMENT_SHADER, GRAPHICS_SHADER_F)?; + let program = renderer::create_program(vertex_shader, fragment_shader)?; + + let u_cell_dimensions; + let u_view_dimensions; + let u_textures; + + unsafe { + gl::DeleteShader(fragment_shader); + gl::DeleteShader(vertex_shader); + + gl::UseProgram(program); + + // Uniform locations. + + macro_rules! uniform { + ($name:literal) => { + gl::GetUniformLocation( + program, + concat!($name, "\0").as_bytes().as_ptr().cast(), + ) + }; + + ($fmt:literal, $($arg:tt)+) => { + match format!(concat!($fmt, "\0"), $($arg)+) { + name => gl::GetUniformLocation( + program, + name.as_bytes().as_ptr().cast(), + ) + } + }; + } + + u_cell_dimensions = uniform!("cellDimensions"); + u_view_dimensions = uniform!("viewDimensions"); + u_textures = + (0..TEXTURES_ARRAY_SIZE).map(|unit| uniform!("textures[{}]", unit)).collect(); + + gl::UseProgram(0); + } + + let (vao, vbo) = define_vertex_attributes(); + + let shader = + Self { id: program, u_cell_dimensions, u_view_dimensions, u_textures, vao, vbo }; + + Ok(shader) + } +} + +/// Build a Vertex Array Object (VAO) and a Vertex Buffer Object (VBO) for +/// instances of the `Vertex` type. +fn define_vertex_attributes() -> (GLuint, GLuint) { + let mut vao = 0; + let mut vbo = 0; + + unsafe { + gl::GenVertexArrays(1, &mut vao); + gl::GenBuffers(1, &mut vbo); + + gl::BindVertexArray(vao); + gl::BindBuffer(gl::ARRAY_BUFFER, vbo); + + let mut attr_index = 0; + + macro_rules! int_attr { + ($type:ident, $field:ident) => { + gl::VertexAttribIPointer( + attr_index, + 1, + gl::$type, + mem::size_of::<Vertex>() as i32, + memoffset::offset_of!(Vertex, $field) as *const _, + ); + + attr_index += 1; + }; + } + + macro_rules! float_attr { + ($type:ident, $field:ident) => { + gl::VertexAttribPointer( + attr_index, + 1, + gl::$type, + gl::FALSE, + mem::size_of::<Vertex>() as i32, + memoffset::offset_of!(Vertex, $field) as *const _, + ); + + attr_index += 1; + }; + } + + int_attr!(UNSIGNED_INT, texture_id); + int_attr!(UNSIGNED_BYTE, sides); + + float_attr!(UNSIGNED_INT, column); + float_attr!(UNSIGNED_INT, line); + float_attr!(UNSIGNED_SHORT, height); + float_attr!(UNSIGNED_SHORT, width); + float_attr!(UNSIGNED_SHORT, offset_x); + float_attr!(UNSIGNED_SHORT, offset_y); + float_attr!(FLOAT, base_cell_height); + + for index in 0..attr_index { + gl::EnableVertexAttribArray(index); + } + + gl::BindVertexArray(0); + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + } + + (vao, vbo) +} |