//! 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, } 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 { 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::()) 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); } } }