Support up to maximum texture units (eg. 16 on my machine)
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@@ -56,40 +56,31 @@ void main() {
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v_texcoord = a_texcoord + a_unitquad * a_texsize;
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}`;
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const fragmentShaderSource = `#version 300 es
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function createFragmentShaderSource(maxFragmentShaderTextureUnits: number): string {
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let textureConditionals = '';
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for (let i = 1; i < maxFragmentShaderTextureUnits; i++) {
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textureConditionals += ` else if (v_texpage == ${i}) { outColor = texture(u_texture[${i}], v_texcoord); }`;
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}
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return (`#version 300 es
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precision lowp float;
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in vec2 v_texcoord;
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flat in int v_texpage;
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uniform sampler2D u_texture[8];
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uniform sampler2D u_texture[${maxFragmentShaderTextureUnits}];
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out vec4 outColor;
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void main() {
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if (v_texpage == 0) {
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outColor = texture(u_texture[0], v_texcoord);
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} else if (v_texpage == 1) {
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outColor = texture(u_texture[1], v_texcoord);
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} else if (v_texpage == 2) {
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outColor = texture(u_texture[2], v_texcoord);
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} else if (v_texpage == 3) {
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outColor = texture(u_texture[3], v_texcoord);
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} else if (v_texpage == 4) {
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outColor = texture(u_texture[4], v_texcoord);
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} else if (v_texpage == 5) {
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outColor = texture(u_texture[5], v_texcoord);
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} else if (v_texpage == 6) {
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outColor = texture(u_texture[6], v_texcoord);
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} else if (v_texpage == 7) {
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outColor = texture(u_texture[7], v_texcoord);
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}
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}`;
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} ${textureConditionals}
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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 MAX_ATLAS_PAGES = 8;
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// Work variables to avoid garbage collection
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let $i = 0;
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@@ -117,15 +108,21 @@ export class GlyphRenderer extends Disposable {
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]
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};
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private static _maxAtlasPages: number | undefined;
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constructor(
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private _terminal: Terminal,
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private _gl: IWebGL2RenderingContext,
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private readonly _terminal: Terminal,
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private readonly _gl: IWebGL2RenderingContext,
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private _dimensions: IRenderDimensions
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) {
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super();
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const gl = this._gl;
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this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
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if (GlyphRenderer._maxAtlasPages === undefined) {
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GlyphRenderer._maxAtlasPages = throwIfFalsy(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS) as number | null);
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}
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this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, createFragmentShaderSource(GlyphRenderer._maxAtlasPages)));
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this.register(toDisposable(() => gl.deleteProgram(this._program)));
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// Uniform locations
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@@ -180,13 +177,17 @@ export class GlyphRenderer extends Disposable {
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// Setup static uniforms
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gl.useProgram(this._program);
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gl.uniform1iv(this._textureLocation, new Int32Array([0, 1, 2, 3, 4, 5, 6, 7]));
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const textureUnits = new Int32Array(GlyphRenderer._maxAtlasPages);
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for (let i = 0; i < GlyphRenderer._maxAtlasPages; i++) {
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textureUnits[i] = i;
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}
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gl.uniform1iv(this._textureLocation, textureUnits);
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gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
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// Setup 1x1 red pixel textures for all potential atlas pages, if one of these invalid textures
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// is ever drawn it will show characters as red rectangles.
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this._atlasTextures = [];
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for (let i = 0; i < MAX_ATLAS_PAGES; i++) {
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for (let i = 0; i < GlyphRenderer._maxAtlasPages; i++) {
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const texture = throwIfFalsy(gl.createTexture());
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this.register(toDisposable(() => gl.deleteTexture(texture)));
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gl.activeTexture(gl.TEXTURE0 + i);
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