Fix webgl rendering corruption from atlas page merges
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@@ -28,6 +28,16 @@ import { addDisposableListener } from 'browser/Dom';
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import { combinedDisposable, Disposable, MutableDisposable, toDisposable } from 'common/Lifecycle';
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import { createRenderDimensions } from 'browser/renderer/shared/RendererUtils';
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const enum Constants {
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/**
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* Upper bound on how many times `renderRows` re-runs `_updateModel` after detecting a
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* mid-update atlas page merge. A single retry should always suffice once every glyph
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* needed by the frame is cached; the cap exists purely as a safety net against an
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* unexpected runaway, not as a tuned value.
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*/
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MERGE_RETRY_LIMIT = 3
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}
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export class WebglRenderer extends Disposable implements IRenderer {
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private _renderLayers: IRenderLayer[];
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private _cursorBlinkStateManager: MutableDisposable<CursorBlinkStateManager> = this._register(new MutableDisposable());
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@@ -375,6 +385,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
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this._updateModel(start, end);
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}
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// A mid-update atlas page merge shifts cached glyphs to new texture pages, leaving
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// stale texturePage values in the vertex buffer. Re-run a full update if that happened.
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let mergeRetries = 0;
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while (this._charAtlas && this._glyphRenderer.value.beginFrame() && mergeRetries++ < Constants.MERGE_RETRY_LIMIT) {
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this._clearModel(true);
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this._updateModel(0, this._terminal.rows - 1);
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}
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// Render
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this._rectangleRenderer.value.renderBackgrounds();
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this._glyphRenderer.value.render(this._model);
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