Remove selection-specific render pass, use bg overrides instead
Part of #3778
This commit is contained in:
@@ -4,8 +4,7 @@
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*/
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import { createProgram, expandFloat32Array, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
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import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext, ISelectionRenderModel } from './Types';
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import { fill } from 'common/TypedArrayUtils';
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import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext } from './Types';
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import { Attributes, FgFlags } from 'common/buffer/Constants';
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import { Terminal } from 'xterm';
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import { IColor } from 'common/Types';
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@@ -50,7 +49,6 @@ void main() {
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interface IVertices {
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attributes: Float32Array;
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selection: Float32Array;
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count: number;
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}
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@@ -67,12 +65,10 @@ export class RectangleRenderer {
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private _attributesBuffer: WebGLBuffer;
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private _projectionLocation: WebGLUniformLocation;
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private _bgFloat!: Float32Array;
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private _selectionFloat!: Float32Array;
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private _vertices: IVertices = {
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count: 0,
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attributes: new Float32Array(INITIAL_BUFFER_RECTANGLE_CAPACITY),
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selection: new Float32Array(3 * INDICES_PER_RECTANGLE)
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attributes: new Float32Array(INITIAL_BUFFER_RECTANGLE_CAPACITY)
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};
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constructor(
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@@ -138,11 +134,6 @@ export class RectangleRenderer {
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this._vertices.attributes, gl.DYNAMIC_DRAW);
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gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this._vertices.count);
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// Bind selection buffer and draw
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this._vertices.selection, gl.DYNAMIC_DRAW);
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gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 3);
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}
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public onResize(): void {
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@@ -156,7 +147,6 @@ export class RectangleRenderer {
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private _updateCachedColors(): void {
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this._bgFloat = this._colorToFloat32Array(this._colors.background);
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this._selectionFloat = this._colorToFloat32Array(this._colors.selectionOpaque);
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}
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private _updateViewportRectangle(): void {
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@@ -172,73 +162,6 @@ export class RectangleRenderer {
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);
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}
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public updateSelection(model: ISelectionRenderModel): void {
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const terminal = this._terminal;
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if (!model.hasSelection) {
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fill(this._vertices.selection, 0, 0);
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return;
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}
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if (model.columnSelectMode) {
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const startCol = model.startCol;
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const width = model.endCol - startCol;
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const height = model.viewportCappedEndRow - model.viewportCappedStartRow + 1;
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this._addRectangleFloat(
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this._vertices.selection,
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0,
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startCol * this._dimensions.scaledCellWidth,
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model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
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width * this._dimensions.scaledCellWidth,
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height * this._dimensions.scaledCellHeight,
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this._selectionFloat
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);
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fill(this._vertices.selection, 0, INDICES_PER_RECTANGLE);
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} else {
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// Draw first row
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const startCol = model.viewportStartRow === model.viewportCappedStartRow ? model.startCol : 0;
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const startRowEndCol = model.viewportCappedStartRow === model.viewportEndRow ? model.endCol : terminal.cols;
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this._addRectangleFloat(
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this._vertices.selection,
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0,
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startCol * this._dimensions.scaledCellWidth,
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model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
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(startRowEndCol - startCol) * this._dimensions.scaledCellWidth,
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this._dimensions.scaledCellHeight,
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this._selectionFloat
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);
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// Draw middle rows
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const middleRowsCount = Math.max(model.viewportCappedEndRow - model.viewportCappedStartRow - 1, 0);
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this._addRectangleFloat(
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this._vertices.selection,
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INDICES_PER_RECTANGLE,
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0,
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(model.viewportCappedStartRow + 1) * this._dimensions.scaledCellHeight,
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terminal.cols * this._dimensions.scaledCellWidth,
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middleRowsCount * this._dimensions.scaledCellHeight,
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this._selectionFloat
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);
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// Draw final row
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if (model.viewportCappedStartRow !== model.viewportCappedEndRow) {
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// Only draw viewportEndRow if it's not the same as viewportStartRow
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const endCol = model.viewportEndRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
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this._addRectangleFloat(
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this._vertices.selection,
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INDICES_PER_RECTANGLE * 2,
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0,
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model.viewportCappedEndRow * this._dimensions.scaledCellHeight,
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endCol * this._dimensions.scaledCellWidth,
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this._dimensions.scaledCellHeight,
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this._selectionFloat
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);
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} else {
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fill(this._vertices.selection, 0, INDICES_PER_RECTANGLE * 2);
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}
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}
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}
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public updateBackgrounds(model: IRenderModel): void {
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const terminal = this._terminal;
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const vertices = this._vertices;
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