Convert a lot of top level consts to const enums

This commit is contained in:
Daniel Imms
2026-05-02 06:44:25 -07:00
parent 5c47e6dd9a
commit 80debafa11
19 changed files with 304 additions and 282 deletions
+18 -16
View File
@@ -78,9 +78,11 @@ void main() {
}`);
}
const INDICES_PER_CELL = 11;
const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
const CELL_POSITION_INDICES = 2;
const enum Constants {
INDICES_PER_CELL = 11,
BYTES_PER_CELL = INDICES_PER_CELL * 4/*Float32Array.BYTES_PER_ELEMENT*/,
CELL_POSITION_INDICES = 2
}
// Work variables to avoid garbage collection
let $i = 0;
@@ -160,22 +162,22 @@ export class GlyphRenderer extends Disposable {
this._register(toDisposable(() => gl.deleteBuffer(this._attributesBuffer)));
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 0);
gl.vertexAttribDivisor(VertexAttribLocations.OFFSET, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXPAGE);
gl.vertexAttribPointer(VertexAttribLocations.TEXPAGE, 1, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribPointer(VertexAttribLocations.TEXPAGE, 1, gl.FLOAT, false, Constants.BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXPAGE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 5 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 5 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 7 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 7 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 9 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, Constants.BYTES_PER_CELL, 9 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
// Setup static uniforms
@@ -222,12 +224,12 @@ export class GlyphRenderer extends Disposable {
}
private _updateCell(array: Float32Array, x: number, y: number, code: number | undefined, bg: number, fg: number, ext: number, chars: string, width: number, lastBg: number): void {
$i = (y * this._terminal.cols + x) * INDICES_PER_CELL;
$i = (y * this._terminal.cols + x) * Constants.INDICES_PER_CELL;
// Exit early if this is a null character, allow space character to continue as it may have
// underline/strikethrough styles
if (code === NULL_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
array.fill(0, $i, $i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
array.fill(0, $i, $i + Constants.INDICES_PER_CELL - 1 - Constants.CELL_POSITION_INDICES);
return;
}
@@ -288,7 +290,7 @@ export class GlyphRenderer extends Disposable {
public clear(): void {
const terminal = this._terminal;
const newCount = terminal.cols * terminal.rows * INDICES_PER_CELL;
const newCount = terminal.cols * terminal.rows * Constants.INDICES_PER_CELL;
// Clear vertices
if (this._vertices.count !== newCount) {
@@ -310,7 +312,7 @@ export class GlyphRenderer extends Disposable {
for (let x = 0; x < terminal.cols; x++) {
this._vertices.attributes[i + 9] = x / terminal.cols;
this._vertices.attributes[i + 10] = y / terminal.rows;
i += INDICES_PER_CELL;
i += Constants.INDICES_PER_CELL;
}
}
}
@@ -346,8 +348,8 @@ export class GlyphRenderer extends Disposable {
// - So we don't send vertices for all the line-ending whitespace to the GPU
let bufferLength = 0;
for (let y = 0; y < renderModel.lineLengths.length; y++) {
const si = y * this._terminal.cols * INDICES_PER_CELL;
const sub = this._vertices.attributes.subarray(si, si + renderModel.lineLengths[y] * INDICES_PER_CELL);
const si = y * this._terminal.cols * Constants.INDICES_PER_CELL;
const sub = this._vertices.attributes.subarray(si, si + renderModel.lineLengths[y] * Constants.INDICES_PER_CELL);
activeBuffer.set(sub, bufferLength);
bufferLength += sub.length;
}
@@ -364,7 +366,7 @@ export class GlyphRenderer extends Disposable {
}
// Draw the viewport
gl.drawElementsInstanced(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_BYTE, 0, bufferLength / INDICES_PER_CELL);
gl.drawElementsInstanced(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_BYTE, 0, bufferLength / Constants.INDICES_PER_CELL);
}
public setAtlas(atlas: ITextureAtlas): void {
+4 -4
View File
@@ -10,7 +10,7 @@ import { Attributes, FgFlags } from 'common/buffer/Constants';
import { Disposable, toDisposable } from 'common/Lifecycle';
import { IColor } from 'common/Types';
import { Terminal } from '@xterm/xterm';
import { RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
import { RenderModelConstants } from './RenderModel';
import { IRenderModel, IWebGL2RenderingContext, IWebGLVertexArrayObject } from './Types';
import { createProgram, expandFloat32Array, PROJECTION_MATRIX } from './WebglUtils';
import { throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
@@ -217,9 +217,9 @@ export class RectangleRenderer extends Disposable {
currentFg = 0;
currentInverse = false;
for (x = 0; x < terminal.cols; x++) {
modelIndex = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
bg = model.cells[modelIndex + RENDER_MODEL_BG_OFFSET];
fg = model.cells[modelIndex + RENDER_MODEL_FG_OFFSET];
modelIndex = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
bg = model.cells[modelIndex + RenderModelConstants.BG_OFFSET];
fg = model.cells[modelIndex + RenderModelConstants.FG_OFFSET];
inverse = !!(fg & FgFlags.INVERSE);
if (bg !== currentBg || (fg !== currentFg && (currentInverse || inverse))) {
// A rectangle needs to be drawn if going from non-default to another color
+7 -5
View File
@@ -7,10 +7,12 @@ import { ICursorRenderModel, IRenderModel } from './Types';
import { ISelectionRenderModel } from 'browser/renderer/shared/Types';
import { createSelectionRenderModel } from 'browser/renderer/shared/SelectionRenderModel';
export const RENDER_MODEL_INDICIES_PER_CELL = 4;
export const RENDER_MODEL_BG_OFFSET = 1;
export const RENDER_MODEL_FG_OFFSET = 2;
export const RENDER_MODEL_EXT_OFFSET = 3;
export const enum RenderModelConstants {
INDICIES_PER_CELL = 4,
BG_OFFSET = 1,
FG_OFFSET = 2,
EXT_OFFSET = 3
}
export const COMBINED_CHAR_BIT_MASK = 0x80000000;
@@ -27,7 +29,7 @@ export class RenderModel implements IRenderModel {
}
public resize(cols: number, rows: number): void {
const indexCount = cols * rows * RENDER_MODEL_INDICIES_PER_CELL;
const indexCount = cols * rows * RenderModelConstants.INDICIES_PER_CELL;
if (indexCount !== this.cells.length) {
this.cells = new Uint32Array(indexCount);
this.lineLengths = new Uint32Array(rows);
+12 -12
View File
@@ -19,7 +19,7 @@ import { ICoreService, IDecorationService, IOptionsService } from 'common/servic
import { Terminal } from '@xterm/xterm';
import { GlyphRenderer } from './GlyphRenderer';
import { RectangleRenderer } from './RectangleRenderer';
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';
import { COMBINED_CHAR_BIT_MASK, RenderModel, RenderModelConstants } from './RenderModel';
import { IWebGL2RenderingContext, type ITextureAtlas } from './Types';
import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
import { IRenderLayer } from './renderLayer/Types';
@@ -493,7 +493,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
chars = cell.getChars();
code = cell.getCode();
i = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
i = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
if (!rowHasBlinkingCells && cell.isBlink()) {
rowHasBlinkingCells = true;
@@ -538,9 +538,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Nothing has changed, no updates needed
if (this._model.cells[i] === code &&
this._model.cells[i + RENDER_MODEL_BG_OFFSET] === this._cellColorResolver.result.bg &&
this._model.cells[i + RENDER_MODEL_FG_OFFSET] === this._cellColorResolver.result.fg &&
this._model.cells[i + RENDER_MODEL_EXT_OFFSET] === this._cellColorResolver.result.ext) {
this._model.cells[i + RenderModelConstants.BG_OFFSET] === this._cellColorResolver.result.bg &&
this._model.cells[i + RenderModelConstants.FG_OFFSET] === this._cellColorResolver.result.fg &&
this._model.cells[i + RenderModelConstants.EXT_OFFSET] === this._cellColorResolver.result.ext) {
continue;
}
@@ -553,9 +553,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Cache the results in the model
this._model.cells[i] = code;
this._model.cells[i + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[i + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[i + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
this._model.cells[i + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[i + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[i + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
width = cell.getWidth();
this._glyphRenderer.value!.updateCell(x, y, code, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext, chars, width, lastBg);
@@ -566,14 +566,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Null out non-first cells
for (x++; x <= lastCharX; x++) {
j = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
this._glyphRenderer.value!.updateCell(x, y, NULL_CELL_CODE, 0, 0, 0, NULL_CELL_CHAR, 0, 0);
this._model.cells[j] = NULL_CELL_CODE;
// Don't re-resolve the cell color since multi-colored ligature backgrounds are not
// supported
this._model.cells[j + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[j + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[j + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
this._model.cells[j + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[j + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[j + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
}
x--; // Go back to the previous update cell for next iteration
}