alacritty/alacritty/src/renderer/text/gles2.rs

479 lines
13 KiB
Rust

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, TextRenderApi, TextRenderBatch, TextRenderer, TextShader,
};
// Shader source.
static TEXT_SHADER_F: &str = include_str!("../../../res/gles2/text.f.glsl");
static TEXT_SHADER_V: &str = include_str!("../../../res/gles2/text.v.glsl");
#[derive(Debug)]
pub struct Gles2Renderer {
program: TextShaderProgram,
vao: GLuint,
vbo: GLuint,
ebo: GLuint,
atlas: Vec<Atlas>,
batch: Batch,
current_atlas: usize,
active_tex: GLuint,
}
impl Gles2Renderer {
pub fn new() -> Result<Self, Error> {
info!("Using OpenGL ES 2.0 renderer");
let program = TextShaderProgram::new(ShaderVersion::Gles2)?;
let mut vao: GLuint = 0;
let mut vbo: GLuint = 0;
let mut ebo: GLuint = 0;
let mut vertex_indices = Vec::with_capacity(BATCH_MAX / 4 * 6);
for index in 0..(BATCH_MAX / 4) as u16 {
let index = index * 4;
vertex_indices.push(index);
vertex_indices.push(index + 1);
vertex_indices.push(index + 3);
vertex_indices.push(index + 1);
vertex_indices.push(index + 2);
vertex_indices.push(index + 3);
}
unsafe {
gl::Enable(gl::BLEND);
gl::DepthMask(gl::FALSE);
gl::GenVertexArrays(1, &mut vao);
gl::GenBuffers(1, &mut ebo);
gl::GenBuffers(1, &mut vbo);
gl::BindVertexArray(vao);
// Elements buffer.
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, ebo);
gl::BufferData(
gl::ELEMENT_ARRAY_BUFFER,
(vertex_indices.capacity() * size_of::<u16>()) as isize,
vertex_indices.as_ptr() as *const _,
gl::STATIC_DRAW,
);
// Vertex buffer.
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(
gl::ARRAY_BUFFER,
(BATCH_MAX * size_of::<TextVertex>()) 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::<TextVertex>() as i32,
size as *const _,
);
gl::EnableVertexAttribArray(index);
#[allow(unused_assignments)]
{
size += $count * size_of::<$type>();
index += 1;
}
};
}
// Cell coords.
add_attr!(2, gl::SHORT, i16);
// Glyph coords.
add_attr!(2, gl::SHORT, i16);
// UV.
add_attr!(2, gl::FLOAT, u32);
// Color and bitmap color.
//
// These are packed together because of an OpenGL driver issue on macOS, which caused a
// `vec3(u8)` text color and a `u8` for glyph color to cause performance regressions.
add_attr!(4, gl::UNSIGNED_BYTE, u8);
// Background color.
add_attr!(4, gl::UNSIGNED_BYTE, u8);
// Cleanup.
gl::BindVertexArray(0);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
}
Ok(Self {
program,
vao,
vbo,
ebo,
atlas: vec![Atlas::new(ATLAS_SIZE)],
batch: Batch::new(),
current_atlas: 0,
active_tex: 0,
})
}
}
impl Drop for Gles2Renderer {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, &self.vbo);
gl::DeleteBuffers(1, &self.ebo);
gl::DeleteVertexArrays(1, &self.vao);
}
}
}
impl<'a> TextRenderer<'a> for Gles2Renderer {
type RenderApi = RenderApi<'a>;
type RenderBatch = Batch;
type Shader = TextShaderProgram;
fn program(&self) -> &Self::Shader {
&self.program
}
fn with_api<'b: 'a, F, T>(&'b mut self, _: &'b SizeInfo, func: F) -> T
where
F: FnOnce(Self::RenderApi) -> T,
{
unsafe {
gl::UseProgram(self.program.id());
gl::BindVertexArray(self.vao);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.ebo);
gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo);
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 loader_api(&mut self) -> LoaderApi<'_> {
LoaderApi {
active_tex: &mut self.active_tex,
atlas: &mut self.atlas,
current_atlas: &mut self.current_atlas,
}
}
}
/// Maximum items to be drawn in a batch.
///
/// We use the closest number to `u16::MAX` dividable by 4 (amount of vertices we push for a glyph),
/// since it's the maximum possible index in `glDrawElements` in gles2.
const BATCH_MAX: usize = (u16::MAX - u16::MAX % 4) as usize;
#[derive(Debug)]
pub struct Batch {
tex: GLuint,
vertices: Vec<TextVertex>,
}
impl Batch {
fn new() -> Self {
Self { tex: 0, vertices: Vec::with_capacity(BATCH_MAX) }
}
#[inline]
fn len(&self) -> usize {
self.vertices.len()
}
#[inline]
fn capacity(&self) -> usize {
BATCH_MAX
}
#[inline]
fn size(&self) -> usize {
self.len() * size_of::<TextVertex>()
}
#[inline]
fn clear(&mut self) {
self.vertices.clear();
}
}
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, size_info: &SizeInfo) {
if self.is_empty() {
self.tex = glyph.tex_id;
}
// Calculate the cell position.
let x = cell.point.column.0 as i16 * size_info.cell_width() as i16;
let y = cell.point.line as i16 * size_info.cell_height() as i16;
// Calculate the glyph position.
let glyph_x = cell.point.column.0 as i16 * size_info.cell_width() as i16 + glyph.left;
let glyph_y = (cell.point.line + 1) as i16 * size_info.cell_height() as i16 - glyph.top;
let colored = if glyph.multicolor { 1 } else { 0 };
let is_wide = if cell.flags.contains(Flags::WIDE_CHAR) { 2 } else { 1 };
let mut vertex = TextVertex {
x,
y: y + size_info.cell_height() as i16,
glyph_x,
glyph_y: glyph_y + glyph.height,
u: glyph.uv_left,
v: glyph.uv_bot + glyph.uv_height,
r: cell.fg.r,
g: cell.fg.g,
b: cell.fg.b,
colored,
bg_r: cell.bg.r,
bg_g: cell.bg.g,
bg_b: cell.bg.b,
bg_a: (cell.bg_alpha * 255.0) as u8,
};
self.vertices.push(vertex);
vertex.y = y;
vertex.glyph_y = glyph_y;
vertex.u = glyph.uv_left;
vertex.v = glyph.uv_bot;
self.vertices.push(vertex);
vertex.x = x + is_wide * size_info.cell_width() as i16;
vertex.glyph_x = glyph_x + glyph.width;
vertex.u = glyph.uv_left + glyph.uv_width;
vertex.v = glyph.uv_bot;
self.vertices.push(vertex);
vertex.x = x + is_wide * size_info.cell_width() as i16;
vertex.y = y + size_info.cell_height() as i16;
vertex.glyph_x = glyph_x + glyph.width;
vertex.glyph_y = glyph_y + glyph.height;
vertex.u = glyph.uv_left + glyph.uv_width;
vertex.v = glyph.uv_bot + glyph.uv_height;
self.vertices.push(vertex);
}
}
#[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> Drop for RenderApi<'a> {
fn drop(&mut self) {
if !self.batch.is_empty() {
self.render_batch();
}
}
}
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> 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.vertices.as_ptr() as *const _,
);
}
if *self.active_tex != self.batch.tex() {
unsafe {
gl::BindTexture(gl::TEXTURE_2D, self.batch.tex());
}
*self.active_tex = self.batch.tex();
}
unsafe {
let num_indices = (self.batch.len() / 4 * 6) as i32;
// The rendering is inspired by
// https://github.com/servo/webrender/blob/master/webrender/doc/text-rendering.md.
// Draw background.
self.program.set_rendering_pass(RenderingPass::Background);
gl::BlendFunc(gl::ONE, gl::ZERO);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
// First text rendering pass.
self.program.set_rendering_pass(RenderingPass::SubpixelPass1);
gl::BlendFuncSeparate(gl::ZERO, gl::ONE_MINUS_SRC_COLOR, gl::ZERO, gl::ONE);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
// Second text rendering pass.
self.program.set_rendering_pass(RenderingPass::SubpixelPass2);
gl::BlendFuncSeparate(gl::ONE_MINUS_DST_ALPHA, gl::ONE, gl::ZERO, gl::ONE);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
// Third pass.
self.program.set_rendering_pass(RenderingPass::SubpixelPass3);
gl::BlendFuncSeparate(gl::ONE, gl::ONE, gl::ONE, gl::ONE_MINUS_SRC_ALPHA);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
}
self.batch.clear();
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone)]
struct TextVertex {
// Cell coordinates.
x: i16,
y: i16,
// Glyph coordinates.
glyph_x: i16,
glyph_y: i16,
// Offsets into Atlas.
u: f32,
v: f32,
// Color.
r: u8,
g: u8,
b: u8,
// Whether the glyph is colored.
colored: u8,
// Background color.
bg_r: u8,
bg_g: u8,
bg_b: u8,
bg_a: u8,
}
// NOTE: These flags must be in sync with their usage in the gles2/text.*.glsl shaders.
#[repr(u8)]
enum RenderingPass {
Background = 0,
SubpixelPass1 = 1,
SubpixelPass2 = 2,
SubpixelPass3 = 3,
}
#[derive(Debug)]
pub struct TextShaderProgram {
/// Shader program.
program: ShaderProgram,
/// Projection scale and offset uniform.
u_projection: GLint,
/// Rendering pass.
///
/// The rendering is split into 4 passes. One is used for the background and the rest to
/// perform subpixel text rendering according to
/// https://github.com/servo/webrender/blob/master/webrender/doc/text-rendering.md.
///
/// Rendering is split into three passes.
u_rendering_pass: GLint,
}
impl TextShaderProgram {
pub fn new(shader_version: ShaderVersion) -> Result<Self, Error> {
let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, TEXT_SHADER_F)?;
Ok(Self {
u_projection: program.get_uniform_location(cstr!("projection"))?,
u_rendering_pass: program.get_uniform_location(cstr!("renderingPass"))?,
program,
})
}
fn set_rendering_pass(&self, rendering_pass: RenderingPass) {
unsafe { gl::Uniform1i(self.u_rendering_pass, rendering_pass as i32) }
}
}
impl TextShader for TextShaderProgram {
fn id(&self) -> GLuint {
self.program.id()
}
fn projection_uniform(&self) -> GLint {
self.u_projection
}
}