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path: root/alacritty/src/renderer/text/glsl3.rs
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-rw-r--r--alacritty/src/renderer/text/glsl3.rs460
1 files changed, 460 insertions, 0 deletions
diff --git a/alacritty/src/renderer/text/glsl3.rs b/alacritty/src/renderer/text/glsl3.rs
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+++ b/alacritty/src/renderer/text/glsl3.rs
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+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
+ }
+}