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6 changed files with 53 additions and 21 deletions
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@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Resize lag on launch under some X11 wms
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- Increased input latency due to vsync behavior on X11
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- Freeze when application is invisible on Wayland
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- Emoji colors blending with terminal background
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## 0.4.2
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@ -418,6 +418,8 @@ struct InstanceData {
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bg_g: f32,
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bg_b: f32,
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bg_a: f32,
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// Flag indicating that glyph uses multiple colors, like an Emoji.
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multicolor: u8,
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}
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#[derive(Debug)]
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@ -465,19 +467,11 @@ impl Batch {
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Self { tex: 0, instances: Vec::with_capacity(BATCH_MAX) }
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}
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pub fn add_item(&mut self, mut cell: RenderableCell, glyph: &Glyph) {
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pub fn add_item(&mut self, cell: RenderableCell, glyph: &Glyph) {
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if self.is_empty() {
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self.tex = glyph.tex_id;
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}
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if glyph.colored {
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// XXX Temporary workaround to prevent emojis being rendered with a wrong colors on, at
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// least, dark backgrounds. For more info see #1864.
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cell.fg.r = 255;
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cell.fg.g = 255;
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cell.fg.b = 255;
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}
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self.instances.push(InstanceData {
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col: cell.column.0 as f32,
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row: cell.line.0 as f32,
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@ -500,6 +494,7 @@ impl Batch {
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bg_g: f32::from(cell.bg.g),
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bg_b: f32::from(cell.bg.b),
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bg_a: cell.bg_alpha,
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multicolor: glyph.colored as u8,
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});
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}
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@ -643,6 +638,17 @@ impl QuadRenderer {
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);
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gl::EnableVertexAttribArray(4);
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gl::VertexAttribDivisor(4, 1);
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// Multicolor flag.
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gl::VertexAttribPointer(
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5,
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1,
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gl::BYTE,
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gl::FALSE,
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size_of::<InstanceData>() as i32,
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(17 * size_of::<f32>()) as *const _,
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);
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gl::EnableVertexAttribArray(5);
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gl::VertexAttribDivisor(5, 1);
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// Rectangle setup.
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gl::GenVertexArrays(1, &mut rect_vao);
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@ -1513,14 +1519,16 @@ impl Atlas {
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gl::PixelStorei(gl::UNPACK_ALIGNMENT, 1);
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gl::GenTextures(1, &mut id);
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gl::BindTexture(gl::TEXTURE_2D, id);
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// Use RGBA texture for both normal and emoji glyphs, since it has no performance
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// impact.
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gl::TexImage2D(
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gl::TEXTURE_2D,
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0,
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gl::RGB as i32,
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gl::RGBA as i32,
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size,
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size,
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0,
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gl::RGB,
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gl::RGBA,
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gl::UNSIGNED_BYTE,
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ptr::null(),
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);
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@ -488,8 +488,8 @@ impl Font {
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kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host,
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);
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// Give the context an opaque, black background.
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cg_context.set_rgb_fill_color(0.0, 0.0, 0.0, 1.0);
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// Set background color for graphics context.
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cg_context.set_rgb_fill_color(0.0, 0.0, 0.0, 0.0);
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let context_rect = CGRect::new(
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&CGPoint::new(0.0, 0.0),
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&CGSize::new(f64::from(rasterized_width), f64::from(rasterized_height)),
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@ -173,7 +173,10 @@ pub struct RasterizedGlyph {
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#[derive(Clone, Debug)]
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pub enum BitmapBuffer {
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/// RGB alphamask.
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RGB(Vec<u8>),
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/// RGBA pixels with premultiplied alpha.
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RGBA(Vec<u8>),
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}
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@ -15,6 +15,7 @@
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in vec2 TexCoords;
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flat in vec3 fg;
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flat in vec4 bg;
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flat in int colored;
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uniform int backgroundPass;
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layout(location = 0, index = 0) out vec4 color;
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@ -31,8 +32,22 @@ void main()
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alphaMask = vec4(1.0);
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color = vec4(bg.rgb, 1.0);
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} else {
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if (colored != 0) {
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// Color glyphs, like emojis.
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vec4 glyphColor = texture(mask, TexCoords);
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alphaMask = vec4(glyphColor.a);
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// Revert alpha premultiplication.
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if (glyphColor.a != 0) {
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glyphColor.rgb = vec3(glyphColor.rgb / glyphColor.a);
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}
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color = vec4(glyphColor.rgb, 1.0);
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} else {
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// Regular text glyphs.
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vec3 textColor = texture(mask, TexCoords).rgb;
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alphaMask = vec4(textColor, textColor.r);
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color = vec4(fg, 1.0);
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}
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}
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}
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@ -12,24 +12,28 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#version 330 core
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// Cell properties
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// Cell properties.
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layout (location = 0) in vec2 gridCoords;
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// glyph properties
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// Glyph properties.
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layout (location = 1) in vec4 glyph;
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// uv mapping
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// uv mapping.
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layout (location = 2) in vec4 uv;
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// text fg color
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// Text fg color.
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layout (location = 3) in vec3 textColor;
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// Background color
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// Background color.
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layout (location = 4) in vec4 backgroundColor;
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// Set to 1 if the glyph colors should be kept.
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layout (location = 5) in int coloredGlyph;
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out vec2 TexCoords;
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flat out vec3 fg;
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flat out vec4 bg;
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flat out int colored;
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// Terminal properties
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uniform vec2 cellDim;
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bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a);
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fg = textColor / vec3(255.0, 255.0, 255.0);
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colored = coloredGlyph;
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}
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