Convert a lot of top level consts to const enums
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@@ -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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