| Commit message (Collapse) | Author | Age |
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This fixes an issue with hints where it was possible that the terminal
content of highlighted hints changed between the highlighted hint update
and the activation of the hint.
This patch always validates the hint's text content against the hint
itself to ensure that the content is still valid for the original hint
which triggered the highlight.
Closes #8277.
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Fixes #6209.
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This should help trouble shooting the renderer being created and
different renderer options to determine when something like dual-source
rendering isn't working.
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Some old hardware doesn't like universal shader approach for all the
rectangle kinds leading to ALU instruction limits. This commit fixes
it by splitting the shader per rectangle kind.
Fixes #6417.
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This also fixes an issue of windows not being rendered while resizing.
Fixes #6069.
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GLES2 has GL_EXT_blend_func_extended extension that enables
dual-source blending, so essentially we can reuse fragment shader
from GLSL3 renderer and do 1 rendering pass instead of 3 for the
text.
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Co-authored-by: Christian Duerr <contact@christianduerr.com>
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The `SizeInfo` is a SizeInfo used for rendering, which contains
information about padding, and such, however all the terminal need is
number of visible lines and columns.
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Currently Alacritty only works on hardware which supports OpenGL 3.3 or
more, which can become problematic with older devices. This patch adds a
new GLES2 renderer, since it is much more widely supported, especially
on weaker hardware like phones or a Raspberry Pi.
While the GLES2 renderer is slower than the OpenGL 3.3+ version, it is
still significantly faster than software rendering. However because of
this performance difference it is only used when necessary and there
should be no difference for machines supporting OpenGL 3.3+.
The two renderers are largely independent and separated in the
`renderer/text/glsl3` and `renderer/text/gles2` modules. Separate
shaders are also required for text rendering. The rectangle rendering
for underlines and the visual bell works identically for both versions,
but does have some version-specific shader code.
Fixes #128.
Co-authored-by: Christian Duerr <contact@christianduerr.com>
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