Convert a lot of top level consts to const enums
This commit is contained in:
@@ -78,9 +78,11 @@ void main() {
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}`);
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}
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const INDICES_PER_CELL = 11;
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const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
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const CELL_POSITION_INDICES = 2;
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const enum Constants {
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INDICES_PER_CELL = 11,
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BYTES_PER_CELL = INDICES_PER_CELL * 4/*Float32Array.BYTES_PER_ELEMENT*/,
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CELL_POSITION_INDICES = 2
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}
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// Work variables to avoid garbage collection
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let $i = 0;
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@@ -160,22 +162,22 @@ export class GlyphRenderer extends Disposable {
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this._register(toDisposable(() => gl.deleteBuffer(this._attributesBuffer)));
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
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gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
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gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 0);
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gl.vertexAttribDivisor(VertexAttribLocations.OFFSET, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
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gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXPAGE);
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gl.vertexAttribPointer(VertexAttribLocations.TEXPAGE, 1, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.TEXPAGE, 1, gl.FLOAT, false, Constants.BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXPAGE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
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gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 5 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 5 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
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gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 7 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 7 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
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gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 9 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 9 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
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// Setup static uniforms
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@@ -222,12 +224,12 @@ export class GlyphRenderer extends Disposable {
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}
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private _updateCell(array: Float32Array, x: number, y: number, code: number | undefined, bg: number, fg: number, ext: number, chars: string, width: number, lastBg: number): void {
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$i = (y * this._terminal.cols + x) * INDICES_PER_CELL;
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$i = (y * this._terminal.cols + x) * Constants.INDICES_PER_CELL;
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// Exit early if this is a null character, allow space character to continue as it may have
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// underline/strikethrough styles
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if (code === NULL_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
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array.fill(0, $i, $i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
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array.fill(0, $i, $i + Constants.INDICES_PER_CELL - 1 - Constants.CELL_POSITION_INDICES);
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return;
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}
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@@ -288,7 +290,7 @@ export class GlyphRenderer extends Disposable {
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public clear(): void {
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const terminal = this._terminal;
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const newCount = terminal.cols * terminal.rows * INDICES_PER_CELL;
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const newCount = terminal.cols * terminal.rows * Constants.INDICES_PER_CELL;
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// Clear vertices
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if (this._vertices.count !== newCount) {
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@@ -310,7 +312,7 @@ export class GlyphRenderer extends Disposable {
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for (let x = 0; x < terminal.cols; x++) {
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this._vertices.attributes[i + 9] = x / terminal.cols;
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this._vertices.attributes[i + 10] = y / terminal.rows;
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i += INDICES_PER_CELL;
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i += Constants.INDICES_PER_CELL;
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}
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}
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}
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@@ -346,8 +348,8 @@ export class GlyphRenderer extends Disposable {
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// - So we don't send vertices for all the line-ending whitespace to the GPU
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let bufferLength = 0;
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for (let y = 0; y < renderModel.lineLengths.length; y++) {
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const si = y * this._terminal.cols * INDICES_PER_CELL;
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const sub = this._vertices.attributes.subarray(si, si + renderModel.lineLengths[y] * INDICES_PER_CELL);
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const si = y * this._terminal.cols * Constants.INDICES_PER_CELL;
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const sub = this._vertices.attributes.subarray(si, si + renderModel.lineLengths[y] * Constants.INDICES_PER_CELL);
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activeBuffer.set(sub, bufferLength);
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bufferLength += sub.length;
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}
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@@ -364,7 +366,7 @@ export class GlyphRenderer extends Disposable {
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}
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// Draw the viewport
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gl.drawElementsInstanced(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_BYTE, 0, bufferLength / INDICES_PER_CELL);
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gl.drawElementsInstanced(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_BYTE, 0, bufferLength / Constants.INDICES_PER_CELL);
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}
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public setAtlas(atlas: ITextureAtlas): void {
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@@ -10,7 +10,7 @@ import { Attributes, FgFlags } from 'common/buffer/Constants';
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import { Disposable, toDisposable } from 'common/Lifecycle';
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import { IColor } from 'common/Types';
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import { Terminal } from '@xterm/xterm';
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import { RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
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import { RenderModelConstants } from './RenderModel';
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import { IRenderModel, IWebGL2RenderingContext, IWebGLVertexArrayObject } from './Types';
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import { createProgram, expandFloat32Array, PROJECTION_MATRIX } from './WebglUtils';
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import { throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
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@@ -217,9 +217,9 @@ export class RectangleRenderer extends Disposable {
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currentFg = 0;
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currentInverse = false;
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for (x = 0; x < terminal.cols; x++) {
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modelIndex = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
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bg = model.cells[modelIndex + RENDER_MODEL_BG_OFFSET];
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fg = model.cells[modelIndex + RENDER_MODEL_FG_OFFSET];
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modelIndex = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
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bg = model.cells[modelIndex + RenderModelConstants.BG_OFFSET];
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fg = model.cells[modelIndex + RenderModelConstants.FG_OFFSET];
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inverse = !!(fg & FgFlags.INVERSE);
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if (bg !== currentBg || (fg !== currentFg && (currentInverse || inverse))) {
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// A rectangle needs to be drawn if going from non-default to another color
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@@ -7,10 +7,12 @@ import { ICursorRenderModel, IRenderModel } from './Types';
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import { ISelectionRenderModel } from 'browser/renderer/shared/Types';
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import { createSelectionRenderModel } from 'browser/renderer/shared/SelectionRenderModel';
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export const RENDER_MODEL_INDICIES_PER_CELL = 4;
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export const RENDER_MODEL_BG_OFFSET = 1;
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export const RENDER_MODEL_FG_OFFSET = 2;
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export const RENDER_MODEL_EXT_OFFSET = 3;
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export const enum RenderModelConstants {
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INDICIES_PER_CELL = 4,
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BG_OFFSET = 1,
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FG_OFFSET = 2,
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EXT_OFFSET = 3
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}
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export const COMBINED_CHAR_BIT_MASK = 0x80000000;
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@@ -27,7 +29,7 @@ export class RenderModel implements IRenderModel {
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}
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public resize(cols: number, rows: number): void {
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const indexCount = cols * rows * RENDER_MODEL_INDICIES_PER_CELL;
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const indexCount = cols * rows * RenderModelConstants.INDICIES_PER_CELL;
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if (indexCount !== this.cells.length) {
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this.cells = new Uint32Array(indexCount);
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this.lineLengths = new Uint32Array(rows);
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@@ -19,7 +19,7 @@ import { ICoreService, IDecorationService, IOptionsService } from 'common/servic
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import { Terminal } from '@xterm/xterm';
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import { GlyphRenderer } from './GlyphRenderer';
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import { RectangleRenderer } from './RectangleRenderer';
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import { COMBINED_CHAR_BIT_MASK, RENDER_MODEL_BG_OFFSET, RENDER_MODEL_EXT_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL, RenderModel } from './RenderModel';
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import { COMBINED_CHAR_BIT_MASK, RenderModel, RenderModelConstants } from './RenderModel';
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import { IWebGL2RenderingContext, type ITextureAtlas } from './Types';
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import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
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import { IRenderLayer } from './renderLayer/Types';
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@@ -493,7 +493,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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chars = cell.getChars();
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code = cell.getCode();
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i = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
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i = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
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if (!rowHasBlinkingCells && cell.isBlink()) {
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rowHasBlinkingCells = true;
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@@ -538,9 +538,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Nothing has changed, no updates needed
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if (this._model.cells[i] === code &&
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] === this._cellColorResolver.result.bg &&
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] === this._cellColorResolver.result.fg &&
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this._model.cells[i + RENDER_MODEL_EXT_OFFSET] === this._cellColorResolver.result.ext) {
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this._model.cells[i + RenderModelConstants.BG_OFFSET] === this._cellColorResolver.result.bg &&
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this._model.cells[i + RenderModelConstants.FG_OFFSET] === this._cellColorResolver.result.fg &&
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this._model.cells[i + RenderModelConstants.EXT_OFFSET] === this._cellColorResolver.result.ext) {
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continue;
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}
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@@ -553,9 +553,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Cache the results in the model
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this._model.cells[i] = code;
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[i + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
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this._model.cells[i + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[i + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[i + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
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width = cell.getWidth();
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this._glyphRenderer.value!.updateCell(x, y, code, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext, chars, width, lastBg);
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@@ -566,14 +566,14 @@ 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) * RENDER_MODEL_INDICIES_PER_CELL;
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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 + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[j + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[j + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
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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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}
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x--; // Go back to the previous update cell for next iteration
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}
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