fix(addon-webgl): skip missing buffer lines in _updateModel (#5991)
* fix(addon-webgl): skip missing buffer lines in _updateModel _updateModel force-unwrapped buffer.lines.get(row), which can be undefined during trim or resize. That threw and left stale glyphs on rows below the gap. Clear the WebGL model row and glyph cells, reset blink state, and continue with remaining viewport rows, matching DomRenderer and ImageStorage handling. Co-authored-by: Cursor <cursoragent@cursor.com> * refactor(addon-webgl): extract _nullModelCell helper Co-authored-by: Daniel Imms <Tyriar@users.noreply.github.com> --------- Co-authored-by: Cursor <cursoragent@cursor.com> Co-authored-by: Daniel Imms <Tyriar@users.noreply.github.com>
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co-authored by
Cursor
Daniel Imms
parent
f33f502267
commit
2fe3fd13a1
@@ -456,7 +456,18 @@ export class WebglRenderer extends Disposable implements IRenderer {
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for (y = start; y <= end; y++) {
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row = y + terminal.buffer.ydisp;
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line = terminal.buffer.lines.get(row)!;
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const bufferLine = terminal.buffer.lines.get(row);
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if (!bufferLine) {
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this._model.lineLengths[y] = 0;
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for (x = 0; x < terminal.cols; x++) {
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j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
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modelUpdated = true;
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this._nullModelCell(x, y, j, 0, 0, 0);
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}
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this._setRowBlinkState(y, false);
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continue;
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}
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line = bufferLine;
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let rowHasBlinkingCells = false;
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this._model.lineLengths[y] = 0;
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isCursorRow = cursorY === row;
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@@ -587,13 +598,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Null out non-first cells
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for (x++; x <= lastCharX; x++) {
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j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
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this._glyphRenderer.value!.updateCell(x, y, NULL_CELL_CODE, 0, 0, 0, NULL_CELL_CHAR, 0, 0);
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this._model.cells[j] = NULL_CELL_CODE;
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// Don't re-resolve the cell color since multi-colored ligature backgrounds are not
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// supported
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this._model.cells[j + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[j + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[j + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
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this._nullModelCell(x, y, j, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext);
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}
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x--; // Go back to the previous update cell for next iteration
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}
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@@ -607,6 +614,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
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this._updateTextBlinkState();
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}
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private _nullModelCell(x: number, y: number, cellIndex: number, bg: number, fg: number, ext: number): void {
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this._glyphRenderer.value!.updateCell(x, y, NULL_CELL_CODE, bg, fg, ext, NULL_CELL_CHAR, 0, 0);
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this._model.cells[cellIndex] = NULL_CELL_CODE;
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this._model.cells[cellIndex + RenderModelConstants.BG_OFFSET] = bg;
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this._model.cells[cellIndex + RenderModelConstants.FG_OFFSET] = fg;
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this._model.cells[cellIndex + RenderModelConstants.EXT_OFFSET] = ext;
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}
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private _resetBlinkingRowState(): void {
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this._rowHasBlinkingCells = new Array(this._terminal.rows).fill(false);
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this._rowHasBlinkingCellsCount = 0;
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