diff options
Diffstat (limited to 'alacritty/src/renderer/text/glsl3.rs')
-rw-r--r-- | alacritty/src/renderer/text/glsl3.rs | 460 |
1 files changed, 460 insertions, 0 deletions
diff --git a/alacritty/src/renderer/text/glsl3.rs b/alacritty/src/renderer/text/glsl3.rs new file mode 100644 index 00000000..6701cf3d --- /dev/null +++ b/alacritty/src/renderer/text/glsl3.rs @@ -0,0 +1,460 @@ +use std::mem::size_of; +use std::ptr; + +use crossfont::RasterizedGlyph; +use log::info; + +use alacritty_terminal::term::cell::Flags; +use alacritty_terminal::term::SizeInfo; + +use crate::display::content::RenderableCell; +use crate::gl; +use crate::gl::types::*; +use crate::renderer::shader::{ShaderProgram, ShaderVersion}; +use crate::renderer::{cstr, Error}; + +use super::atlas::{Atlas, ATLAS_SIZE}; +use super::{ + Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, TextRenderApi, TextRenderBatch, TextRenderer, + TextShader, +}; + +// Shader source. +static TEXT_SHADER_F: &str = include_str!("../../../res/glsl3/text.f.glsl"); +static TEXT_SHADER_V: &str = include_str!("../../../res/glsl3/text.v.glsl"); + +/// Maximum items to be drawn in a batch. +const BATCH_MAX: usize = 0x1_0000; + +#[derive(Debug)] +pub struct Glsl3Renderer { + program: TextShaderProgram, + vao: GLuint, + ebo: GLuint, + vbo_instance: GLuint, + atlas: Vec<Atlas>, + current_atlas: usize, + active_tex: GLuint, + batch: Batch, +} + +impl Glsl3Renderer { + pub fn new() -> Result<Self, Error> { + info!("Using OpenGL 3.3 renderer"); + + let program = TextShaderProgram::new(ShaderVersion::Glsl3)?; + let mut vao: GLuint = 0; + let mut ebo: GLuint = 0; + let mut vbo_instance: GLuint = 0; + + unsafe { + gl::Enable(gl::BLEND); + gl::BlendFunc(gl::SRC1_COLOR, gl::ONE_MINUS_SRC1_COLOR); + gl::Enable(gl::MULTISAMPLE); + + // Disable depth mask, as the renderer never uses depth tests. + gl::DepthMask(gl::FALSE); + + gl::GenVertexArrays(1, &mut vao); + gl::GenBuffers(1, &mut ebo); + gl::GenBuffers(1, &mut vbo_instance); + gl::BindVertexArray(vao); + + // --------------------- + // Set up element buffer + // --------------------- + let indices: [u32; 6] = [0, 1, 3, 1, 2, 3]; + + gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, ebo); + gl::BufferData( + gl::ELEMENT_ARRAY_BUFFER, + (6 * size_of::<u32>()) as isize, + indices.as_ptr() as *const _, + gl::STATIC_DRAW, + ); + + // ---------------------------- + // Setup vertex instance buffer + // ---------------------------- + gl::BindBuffer(gl::ARRAY_BUFFER, vbo_instance); + gl::BufferData( + gl::ARRAY_BUFFER, + (BATCH_MAX * size_of::<InstanceData>()) as isize, + ptr::null(), + gl::STREAM_DRAW, + ); + + let mut index = 0; + let mut size = 0; + + macro_rules! add_attr { + ($count:expr, $gl_type:expr, $type:ty) => { + gl::VertexAttribPointer( + index, + $count, + $gl_type, + gl::FALSE, + size_of::<InstanceData>() as i32, + size as *const _, + ); + gl::EnableVertexAttribArray(index); + gl::VertexAttribDivisor(index, 1); + + #[allow(unused_assignments)] + { + size += $count * size_of::<$type>(); + index += 1; + } + }; + } + + // Coords. + add_attr!(2, gl::UNSIGNED_SHORT, u16); + + // Glyph offset and size. + add_attr!(4, gl::SHORT, i16); + + // UV offset. + add_attr!(4, gl::FLOAT, f32); + + // Color and cell flags. + // + // These are packed together because of an OpenGL driver issue on macOS, which caused a + // `vec3(u8)` text color and a `u8` cell flags to increase the rendering time by a + // huge margin. + add_attr!(4, gl::UNSIGNED_BYTE, u8); + + // Background color. + add_attr!(4, gl::UNSIGNED_BYTE, u8); + + // Cleanup. + gl::BindVertexArray(0); + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0); + } + + Ok(Self { + program, + vao, + ebo, + vbo_instance, + atlas: vec![Atlas::new(ATLAS_SIZE)], + current_atlas: 0, + active_tex: 0, + batch: Batch::new(), + }) + } +} + +impl<'a> TextRenderer<'a> for Glsl3Renderer { + type RenderApi = RenderApi<'a>; + type RenderBatch = Batch; + type Shader = TextShaderProgram; + + fn with_api<'b: 'a, F, T>(&'b mut self, size_info: &'b SizeInfo, func: F) -> T + where + F: FnOnce(Self::RenderApi) -> T, + { + unsafe { + gl::UseProgram(self.program.id()); + self.program.set_term_uniforms(size_info); + + gl::BindVertexArray(self.vao); + gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo); + gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo_instance); + gl::ActiveTexture(gl::TEXTURE0); + } + + let res = func(RenderApi { + active_tex: &mut self.active_tex, + batch: &mut self.batch, + atlas: &mut self.atlas, + current_atlas: &mut self.current_atlas, + program: &mut self.program, + }); + + unsafe { + gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0); + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + gl::BindVertexArray(0); + + gl::UseProgram(0); + } + + res + } + + fn program(&self) -> &Self::Shader { + &self.program + } + + fn loader_api(&mut self) -> LoaderApi<'_> { + LoaderApi { + active_tex: &mut self.active_tex, + atlas: &mut self.atlas, + current_atlas: &mut self.current_atlas, + } + } +} + +impl Drop for Glsl3Renderer { + fn drop(&mut self) { + unsafe { + gl::DeleteBuffers(1, &self.vbo_instance); + gl::DeleteBuffers(1, &self.ebo); + gl::DeleteVertexArrays(1, &self.vao); + } + } +} + +#[derive(Debug)] +pub struct RenderApi<'a> { + active_tex: &'a mut GLuint, + batch: &'a mut Batch, + atlas: &'a mut Vec<Atlas>, + current_atlas: &'a mut usize, + program: &'a mut TextShaderProgram, +} + +impl<'a> TextRenderApi<Batch> for RenderApi<'a> { + fn batch(&mut self) -> &mut Batch { + self.batch + } + + fn render_batch(&mut self) { + unsafe { + gl::BufferSubData( + gl::ARRAY_BUFFER, + 0, + self.batch.size() as isize, + self.batch.instances.as_ptr() as *const _, + ); + } + + // Bind texture if necessary. + if *self.active_tex != self.batch.tex() { + unsafe { + gl::BindTexture(gl::TEXTURE_2D, self.batch.tex()); + } + *self.active_tex = self.batch.tex(); + } + + unsafe { + self.program.set_background_pass(true); + gl::DrawElementsInstanced( + gl::TRIANGLES, + 6, + gl::UNSIGNED_INT, + ptr::null(), + self.batch.len() as GLsizei, + ); + self.program.set_background_pass(false); + gl::DrawElementsInstanced( + gl::TRIANGLES, + 6, + gl::UNSIGNED_INT, + ptr::null(), + self.batch.len() as GLsizei, + ); + } + + self.batch.clear(); + } +} + +impl<'a> LoadGlyph for RenderApi<'a> { + fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph { + Atlas::load_glyph(self.active_tex, self.atlas, self.current_atlas, rasterized) + } + + fn clear(&mut self) { + Atlas::clear_atlas(self.atlas, self.current_atlas) + } +} + +impl<'a> Drop for RenderApi<'a> { + fn drop(&mut self) { + if !self.batch.is_empty() { + self.render_batch(); + } + } +} + +#[derive(Debug)] +#[repr(C)] +struct InstanceData { + // Coords. + col: u16, + row: u16, + + // Glyph offset. + left: i16, + top: i16, + + // Glyph size. + width: i16, + height: i16, + + // UV offset. + uv_left: f32, + uv_bot: f32, + + // uv scale. + uv_width: f32, + uv_height: f32, + + // Color. + r: u8, + g: u8, + b: u8, + + // Cell flags like multicolor or fullwidth character. + cell_flags: RenderingGlyphFlags, + + // Background color. + bg_r: u8, + bg_g: u8, + bg_b: u8, + bg_a: u8, +} + +#[derive(Debug, Default)] +pub struct Batch { + tex: GLuint, + instances: Vec<InstanceData>, +} + +impl TextRenderBatch for Batch { + #[inline] + fn tex(&self) -> GLuint { + self.tex + } + + #[inline] + fn full(&self) -> bool { + self.capacity() == self.len() + } + + #[inline] + fn is_empty(&self) -> bool { + self.len() == 0 + } + + fn add_item(&mut self, cell: &RenderableCell, glyph: &Glyph, _: &SizeInfo) { + if self.is_empty() { + self.tex = glyph.tex_id; + } + + let mut cell_flags = RenderingGlyphFlags::empty(); + cell_flags.set(RenderingGlyphFlags::COLORED, glyph.multicolor); + cell_flags.set(RenderingGlyphFlags::WIDE_CHAR, cell.flags.contains(Flags::WIDE_CHAR)); + + self.instances.push(InstanceData { + col: cell.point.column.0 as u16, + row: cell.point.line as u16, + + top: glyph.top, + left: glyph.left, + width: glyph.width, + height: glyph.height, + + uv_bot: glyph.uv_bot, + uv_left: glyph.uv_left, + uv_width: glyph.uv_width, + uv_height: glyph.uv_height, + + r: cell.fg.r, + g: cell.fg.g, + b: cell.fg.b, + cell_flags, + + bg_r: cell.bg.r, + bg_g: cell.bg.g, + bg_b: cell.bg.b, + bg_a: (cell.bg_alpha * 255.0) as u8, + }); + } +} + +impl Batch { + #[inline] + pub fn new() -> Self { + Self { tex: 0, instances: Vec::with_capacity(BATCH_MAX) } + } + + #[inline] + pub fn len(&self) -> usize { + self.instances.len() + } + + #[inline] + pub fn capacity(&self) -> usize { + BATCH_MAX + } + + #[inline] + pub fn size(&self) -> usize { + self.len() * size_of::<InstanceData>() + } + + pub fn clear(&mut self) { + self.tex = 0; + self.instances.clear(); + } +} + +/// Text drawing program. +/// +/// Uniforms are prefixed with "u", and vertex attributes are prefixed with "a". +#[derive(Debug)] +pub struct TextShaderProgram { + /// Shader program. + program: ShaderProgram, + + /// Projection scale and offset uniform. + u_projection: GLint, + + /// Cell dimensions (pixels). + u_cell_dim: GLint, + + /// Background pass flag. + /// + /// Rendering is split into two passes; 1 for backgrounds, and one for text. + u_background: GLint, +} + +impl TextShaderProgram { + pub fn new(shader_version: ShaderVersion) -> Result<TextShaderProgram, Error> { + let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, TEXT_SHADER_F)?; + Ok(Self { + u_projection: program.get_uniform_location(cstr!("projection"))?, + u_cell_dim: program.get_uniform_location(cstr!("cellDim"))?, + u_background: program.get_uniform_location(cstr!("backgroundPass"))?, + program, + }) + } + + fn set_term_uniforms(&self, props: &SizeInfo) { + unsafe { + gl::Uniform2f(self.u_cell_dim, props.cell_width(), props.cell_height()); + } + } + + fn set_background_pass(&self, background_pass: bool) { + let value = if background_pass { 1 } else { 0 }; + + unsafe { + gl::Uniform1i(self.u_background, value); + } + } +} + +impl TextShader for TextShaderProgram { + fn id(&self) -> GLuint { + self.program.id() + } + + fn projection_uniform(&self) -> GLint { + self.u_projection + } +} |