Get underline style affecting webgl rendering
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@@ -32,7 +32,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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private _model: RenderModel = new RenderModel();
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private _workCell: CellData = new CellData();
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private _workColors: { fg: number, bg: number } = { fg: 0, bg: 0 };
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private _workColors: { fg: number, bg: number, ext: number } = { fg: 0, bg: 0, ext: 0 };
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private _canvas: HTMLCanvasElement;
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private _gl: IWebGL2RenderingContext;
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@@ -357,7 +357,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] = this._workColors.bg;
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] = this._workColors.fg;
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this._glyphRenderer.updateCell(x, y, code, this._workColors.bg, this._workColors.fg, chars, lastBg);
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this._glyphRenderer.updateCell(x, y, code, this._workColors.bg, this._workColors.fg, this._workColors.ext, chars, lastBg);
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if (isJoined) {
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// Restore work cell
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@@ -366,7 +366,7 @@ 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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const j = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
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this._glyphRenderer.updateCell(x, y, NULL_CELL_CODE, 0, 0, NULL_CELL_CHAR, 0);
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this._glyphRenderer.updateCell(x, y, NULL_CELL_CODE, 0, 0, 0, NULL_CELL_CHAR, 0);
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this._model.cells[j] = NULL_CELL_CODE;
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this._model.cells[j + RENDER_MODEL_BG_OFFSET] = this._workColors.bg;
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this._model.cells[j + RENDER_MODEL_FG_OFFSET] = this._workColors.fg;
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@@ -384,6 +384,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
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private _loadColorsForCell(x: number, y: number): void {
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this._workColors.bg = this._workCell.bg;
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this._workColors.fg = this._workCell.fg;
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// TODO: Use extended packed format as key
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this._workColors.ext = this._workCell.extended.underlineStyle;
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// Get any foreground/background overrides, this happens on the model to avoid spreading
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// override logic throughout the different sub-renderers
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