Files
xterm.js/addons/addon-webgl/src/TextureAtlas.ts
T
Enes Uysal 0b1c0b5c5a Fix stale rendering after a shared texture atlas is cleared
TextureAtlas.clearTexture() wipes every page and both cache maps but never
bumped _pageLayoutVersion, so it silently broke the invalidation contract that
#6042 introduced for shared atlases.

The atlas is shared by every terminal with an equal config (CharAtlasCache),
but WebglRenderer.clearTextureAtlas() only clears the *calling* renderer's
model. Every other owner keeps vertex data pointing into the rows that were
just wiped, and GlyphRenderer.beginFrame() has no way to notice, so those
terminals keep drawing from stale texture coords until something else happens
to invalidate them. Once the clearing terminal rasterizes new glyphs into the
freed rows, the siblings render whatever landed there instead of their own
text.

Embedders hit this whenever they force a redraw on one terminal while others
are alive; VS Code calls Terminal.clearTextureAtlas() on OS resume, which is
why a stale terminal there stays garbled even after opening a new one (the new
terminal re-acquires the same cached atlas) and only recovers once the whole
panel is closed and the last owner drops the atlas.

Bump _pageLayoutVersion on clear so sibling renderers rebuild their models on
their next frame, matching what page merges and evictions already do.

The added test fails on master (terminal B's row renders terminal A's flood
glyphs) and passes with the fix.
2026-07-16 18:38:24 +03:00

1207 lines
48 KiB
TypeScript

/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IColorContrastCache } from 'browser/Types';
import { DIM_OPACITY, TEXT_BASELINE } from './Constants';
import { tryDrawCustomGlyph } from './customGlyphs/CustomGlyphRasterizer';
import { computeNextVariantOffset, treatGlyphAsBackgroundColor, isPowerlineGlyph, isRestrictedPowerlineGlyph, throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
import { IBoundingBox, ICharAtlasConfig, IRasterizedGlyph, ITextureAtlas } from './Types';
import { NULL_COLOR, channels, color, rgba } from 'common/Color';
import { FourKeyMap } from 'common/MultiKeyMap';
import { IdleTaskQueue } from 'common/TaskQueue';
import { IColor } from 'common/Types';
import { AttributeData } from 'common/buffer/AttributeData';
import { Attributes, DEFAULT_COLOR, DEFAULT_EXT, UnderlineStyle } from 'common/buffer/Constants';
import { ILogService, IUnicodeService } from 'common/services/Services';
import { Emitter } from 'common/Event';
/**
* A shared object which is used to draw nothing for a particular cell.
*/
const NULL_RASTERIZED_GLYPH: IRasterizedGlyph = {
texturePage: 0,
texturePosition: { x: 0, y: 0 },
texturePositionClipSpace: { x: 0, y: 0 },
offset: { x: 0, y: 0 },
size: { x: 0, y: 0 },
sizeClipSpace: { x: 0, y: 0 }
};
const TMP_CANVAS_GLYPH_PADDING = 2;
const enum Constants {
/**
* The amount of pixel padding to allow in each row. Setting this to zero would make the atlas
* page pack as tightly as possible, but more pages would end up being created as a result.
*/
ROW_PIXEL_THRESHOLD = 2,
/**
* The maximum texture size regardless of what the actual hardware maximum turns out to be. This
* is enforced to ensure uploading the texture still finishes in a reasonable amount of time. A
* 4096 squared image takes up 16MB of GPU memory.
*/
FORCED_MAX_TEXTURE_SIZE = 4096
}
interface ICharAtlasActiveRow {
x: number;
y: number;
height: number;
}
// Work variables to avoid garbage collection
let $glyph = undefined;
export class TextureAtlas implements ITextureAtlas {
private _didWarmUp: boolean = false;
private _cacheMap: FourKeyMap<number, number, number, number, IRasterizedGlyph> = new FourKeyMap();
private _cacheMapCombined: FourKeyMap<string, number, number, number, IRasterizedGlyph> = new FourKeyMap();
// The texture that the atlas is drawn to
private _pages: AtlasPage[] = [];
public get pages(): { canvas: HTMLCanvasElement, version: number }[] { return this._pages; }
// The set of atlas pages that can be written to
private _activePages: AtlasPage[] = [];
private _overflowSizePage: AtlasPage | undefined;
private _tmpCanvas: HTMLCanvasElement;
// A temporary context that glyphs are drawn to before being transferred to the atlas.
private _tmpCtx: CanvasRenderingContext2D;
private _workBoundingBox: IBoundingBox = { top: 0, left: 0, bottom: 0, right: 0 };
private _workAttributeData: AttributeData = new AttributeData();
private _textureSize: number = 512;
public static maxAtlasPages: number | undefined;
public static maxTextureSize: number | undefined;
private readonly _onAddTextureAtlasCanvas = new Emitter<HTMLCanvasElement>();
public readonly onAddTextureAtlasCanvas = this._onAddTextureAtlasCanvas.event;
private readonly _onRemoveTextureAtlasCanvas = new Emitter<HTMLCanvasElement>();
public readonly onRemoveTextureAtlasCanvas = this._onRemoveTextureAtlasCanvas.event;
constructor(
private readonly _document: Document,
private readonly _config: ICharAtlasConfig,
private readonly _unicodeService: IUnicodeService,
private readonly _logService: ILogService
) {
this._createNewPage();
this._tmpCanvas = createCanvas(
_document,
this._config.deviceCellWidth * 4 + TMP_CANVAS_GLYPH_PADDING * 2,
this._config.deviceCellHeight + TMP_CANVAS_GLYPH_PADDING * 2
);
this._tmpCtx = throwIfFalsy(this._tmpCanvas.getContext('2d', {
alpha: this._config.allowTransparency,
willReadFrequently: true
}));
}
public dispose(): void {
this._tmpCanvas.remove();
for (const page of this.pages) {
page.canvas.remove();
}
this._onAddTextureAtlasCanvas.dispose();
this._onRemoveTextureAtlasCanvas.dispose();
}
public warmUp(): void {
if (!this._didWarmUp) {
this._doWarmUp();
this._didWarmUp = true;
}
}
private _doWarmUp(): void {
// Pre-fill with ASCII 33-126, this is not urgent and done in idle callbacks
const queue = new IdleTaskQueue(this._logService);
for (let i = 33; i < 126; i++) {
queue.enqueue(() => {
if (!this._cacheMap.get(i, DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_EXT)) {
const rasterizedGlyph = this._drawToCache(i, DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_EXT, false, undefined);
this._cacheMap.set(i, DEFAULT_COLOR, DEFAULT_COLOR, DEFAULT_EXT, rasterizedGlyph);
}
});
}
}
private _pageLayoutVersion = 0;
public get pageLayoutVersion(): number { return this._pageLayoutVersion; }
public clearTexture(): void {
if (this._pages[0].currentRow.x === 0 && this._pages[0].currentRow.y === 0) {
return;
}
for (const page of this._pages) {
page.clear();
}
this._cacheMap.clear();
this._cacheMapCombined.clear();
this._didWarmUp = false;
// Invalidate renderer models so all texture pages are refreshed. The atlas may be shared, in
// which case the clearing renderer has cleared only its own model and every other owner still
// holds texture coords into the rows just wiped.
this._pageLayoutVersion++;
}
private _createNewPage(): AtlasPage {
// Try merge the set of the 4 most used pages of the largest size. This is deferred to a
// microtask to ensure it does not interrupt textures that will be rendered in the current
// animation frame which would result in blank rendered areas. This is actually not that
// expensive relative to drawing the glyphs, so there is no need to wait for an idle callback.
if (TextureAtlas.maxAtlasPages && this._pages.length >= Math.max(4, TextureAtlas.maxAtlasPages)) {
// Find the set of the largest 4 images, below the maximum size, with the highest
// percentages used
const pagesBySize = this._pages.filter(e => {
return e.canvas.width * 2 <= (TextureAtlas.maxTextureSize || Constants.FORCED_MAX_TEXTURE_SIZE);
}).sort((a, b) => {
if (b.canvas.width !== a.canvas.width) {
return b.canvas.width - a.canvas.width;
}
return b.percentageUsed - a.percentageUsed;
});
let sameSizeI = -1;
let size = 0;
for (let i = 0; i < pagesBySize.length; i++) {
if (pagesBySize[i].canvas.width !== size) {
sameSizeI = i;
size = pagesBySize[i].canvas.width;
} else if (i - sameSizeI === 3) {
break;
}
}
// Gather details of the merge
const mergingPages = pagesBySize.slice(sameSizeI, sameSizeI + 4);
// Only proceed with merge if we have exactly 4 same-sized pages. If not, we cannot
// effectively reduce page count and merging would cause issues.
if (mergingPages.length < 4 || mergingPages.some(p => p.canvas.width !== mergingPages[0].canvas.width)) {
// Evict instead of adding a page beyond the renderer's texture capacity.
this._evictAllPages();
const newPage = new AtlasPage(this._document, this._textureSize);
this._pages.push(newPage);
this._activePages.push(newPage);
this._onAddTextureAtlasCanvas.fire(newPage.canvas);
return newPage;
}
const sortedMergingPagesIndexes = mergingPages.map(e => e.glyphs[0].texturePage).sort((a, b) => a - b);
const mergedPageIndex = this.pages.length - mergingPages.length;
// Merge into the new page
const mergedPage = this._mergePages(mergingPages, mergedPageIndex);
mergedPage.version = ++AtlasPage.nextVersion;
// Delete the pages, shifting glyph texture pages as needed
for (let i = sortedMergingPagesIndexes.length - 1; i >= 0; i--) {
this._deletePage(sortedMergingPagesIndexes[i]);
}
// Add the new merged page to the end
this.pages.push(mergedPage);
// Invalidate renderer models so all texture pages are refreshed.
this._pageLayoutVersion++;
this._onAddTextureAtlasCanvas.fire(mergedPage.canvas);
}
// All new atlas pages are created small as they are highly dynamic
const newPage = new AtlasPage(this._document, this._textureSize);
this._pages.push(newPage);
this._activePages.push(newPage);
this._onAddTextureAtlasCanvas.fire(newPage.canvas);
return newPage;
}
private _mergePages(mergingPages: AtlasPage[], mergedPageIndex: number): AtlasPage {
const mergedSize = mergingPages[0].canvas.width * 2;
const mergedPage = new AtlasPage(this._document, mergedSize, mergingPages);
for (const [i, p] of mergingPages.entries()) {
const xOffset = i * p.canvas.width % mergedSize;
const yOffset = Math.floor(i / 2) * p.canvas.height;
mergedPage.ctx.drawImage(p.canvas, xOffset, yOffset);
for (const g of p.glyphs) {
g.texturePage = mergedPageIndex;
g.sizeClipSpace.x = g.size.x / mergedSize;
g.sizeClipSpace.y = g.size.y / mergedSize;
g.texturePosition.x += xOffset;
g.texturePosition.y += yOffset;
g.texturePositionClipSpace.x = g.texturePosition.x / mergedSize;
g.texturePositionClipSpace.y = g.texturePosition.y / mergedSize;
}
this._onRemoveTextureAtlasCanvas.fire(p.canvas);
// Remove the merging page from active pages if it was there
const index = this._activePages.indexOf(p);
if (index !== -1) {
this._activePages.splice(index, 1);
}
}
return mergedPage;
}
private _deletePage(pageIndex: number): void {
this._pages.splice(pageIndex, 1);
for (let j = pageIndex; j < this._pages.length; j++) {
const adjustingPage = this._pages[j];
for (const g of adjustingPage.glyphs) {
g.texturePage--;
}
adjustingPage.version = ++AtlasPage.nextVersion;
}
}
private _evictAllPages(): void {
const startTime = performance.now();
const pageCount = this._pages.length;
for (const page of this._pages) {
this._onRemoveTextureAtlasCanvas.fire(page.canvas);
page.canvas.remove();
}
this._pages.length = 0;
this._activePages.length = 0;
this._overflowSizePage = undefined;
this._cacheMap.clear();
this._cacheMapCombined.clear();
this._didWarmUp = false;
this._pageLayoutVersion++;
this._logService.debug(`Evicted ${pageCount} WebGL atlas pages in ${(performance.now() - startTime).toFixed(2)}ms`);
}
public getRasterizedGlyphCombinedChar(chars: string, bg: number, fg: number, ext: number, restrictToCellHeight: boolean, domContainer: HTMLElement | undefined): IRasterizedGlyph {
return this._getFromCacheMap(this._cacheMapCombined, chars, bg, fg, ext, restrictToCellHeight, domContainer);
}
public getRasterizedGlyph(code: number, bg: number, fg: number, ext: number, restrictToCellHeight: boolean, domContainer: HTMLElement | undefined): IRasterizedGlyph {
return this._getFromCacheMap(this._cacheMap, code, bg, fg, ext, restrictToCellHeight, domContainer);
}
/**
* Gets the glyphs texture coords, drawing the texture if it's not already
*/
private _getFromCacheMap(
cacheMap: FourKeyMap<string | number, number, number, number, IRasterizedGlyph>,
key: string | number,
bg: number,
fg: number,
ext: number,
restrictToCellHeight: boolean,
domContainer: HTMLElement | undefined
): IRasterizedGlyph {
$glyph = cacheMap.get(key, bg, fg, ext);
if (!$glyph) {
$glyph = this._drawToCache(key, bg, fg, ext, restrictToCellHeight, domContainer);
cacheMap.set(key, bg, fg, ext, $glyph);
}
return $glyph;
}
private _getColorFromAnsiIndex(idx: number): IColor {
if (idx >= this._config.colors.ansi.length) {
throw new Error('No color found for idx ' + idx);
}
return this._config.colors.ansi[idx];
}
private _getBackgroundColor(bgColorMode: number, bgColor: number, inverse: boolean, dim: boolean): IColor {
if (this._config.allowTransparency) {
// The background color might have some transparency, so we need to render it as fully
// transparent in the atlas. Otherwise we'd end up drawing the transparent background twice
// around the anti-aliased edges of the glyph, and it would look too dark.
return NULL_COLOR;
}
let result: IColor;
switch (bgColorMode) {
case Attributes.CM_P16:
case Attributes.CM_P256:
result = this._getColorFromAnsiIndex(bgColor);
break;
case Attributes.CM_RGB:
const arr = AttributeData.toColorRGB(bgColor);
result = channels.toColor(arr[0], arr[1], arr[2]);
break;
case Attributes.CM_DEFAULT:
default:
if (inverse) {
result = color.opaque(this._config.colors.foreground);
} else {
result = this._config.colors.background;
}
break;
}
// Ignore alpha channel when allowTransparency is false
if (!this._config.allowTransparency) {
result = color.opaque(result);
}
return result;
}
private _getForegroundColor(bg: number, bgColorMode: number, bgColor: number, fg: number, fgColorMode: number, fgColor: number, inverse: boolean, dim: boolean, bold: boolean, excludeFromContrastRatioDemands: boolean): IColor {
const minimumContrastColor = this._getMinimumContrastColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, inverse, bold, dim, excludeFromContrastRatioDemands);
if (minimumContrastColor) {
return minimumContrastColor;
}
let result: IColor;
switch (fgColorMode) {
case Attributes.CM_P16:
case Attributes.CM_P256:
if (this._config.drawBoldTextInBrightColors && bold && fgColor < 8) {
fgColor += 8;
}
result = this._getColorFromAnsiIndex(fgColor);
break;
case Attributes.CM_RGB:
const arr = AttributeData.toColorRGB(fgColor);
result = channels.toColor(arr[0], arr[1], arr[2]);
break;
case Attributes.CM_DEFAULT:
default:
if (inverse) {
result = this._config.colors.background;
} else {
result = this._config.colors.foreground;
}
}
// Always use an opaque color regardless of allowTransparency
if (this._config.allowTransparency) {
result = color.opaque(result);
}
// Apply dim to the color, opacity is fine to use for the foreground color
if (dim) {
result = color.multiplyOpacity(result, DIM_OPACITY);
}
return result;
}
private _resolveBackgroundRgba(bgColorMode: number, bgColor: number, inverse: boolean): number {
switch (bgColorMode) {
case Attributes.CM_P16:
case Attributes.CM_P256:
return this._getColorFromAnsiIndex(bgColor).rgba;
case Attributes.CM_RGB:
return bgColor << 8;
case Attributes.CM_DEFAULT:
default:
if (inverse) {
return this._config.colors.foreground.rgba;
}
return this._config.colors.background.rgba;
}
}
private _resolveForegroundRgba(fgColorMode: number, fgColor: number, inverse: boolean, bold: boolean): number {
switch (fgColorMode) {
case Attributes.CM_P16:
case Attributes.CM_P256:
if (this._config.drawBoldTextInBrightColors && bold && fgColor < 8) {
fgColor += 8;
}
return this._getColorFromAnsiIndex(fgColor).rgba;
case Attributes.CM_RGB:
return fgColor << 8;
case Attributes.CM_DEFAULT:
default:
if (inverse) {
return this._config.colors.background.rgba;
}
return this._config.colors.foreground.rgba;
}
}
private _getMinimumContrastColor(bg: number, bgColorMode: number, bgColor: number, fg: number, fgColorMode: number, fgColor: number, inverse: boolean, bold: boolean, dim: boolean, excludeFromContrastRatioDemands: boolean): IColor | undefined {
if (this._config.minimumContrastRatio === 1 || excludeFromContrastRatioDemands) {
return undefined;
}
// Try get from cache first
const cache = this._getContrastCache(dim);
const adjustedColor = cache.getColor(bg, fg);
if (adjustedColor !== undefined) {
return adjustedColor ?? undefined;
}
const bgRgba = this._resolveBackgroundRgba(bgColorMode, bgColor, inverse);
const fgRgba = this._resolveForegroundRgba(fgColorMode, fgColor, inverse, bold);
// Dim cells only require half the contrast, otherwise they wouldn't be distinguishable from
// non-dim cells
const result = rgba.ensureContrastRatio(bgRgba, fgRgba, this._config.minimumContrastRatio / (dim ? 2 : 1));
if (!result) {
cache.setColor(bg, fg, null);
return undefined;
}
const color = channels.toColor(
(result >> 24) & 0xFF,
(result >> 16) & 0xFF,
(result >> 8) & 0xFF
);
cache.setColor(bg, fg, color);
return color;
}
private _getContrastCache(dim: boolean): IColorContrastCache {
if (dim) {
return this._config.colors.halfContrastCache;
}
return this._config.colors.contrastCache;
}
private _drawToCache(codeOrChars: number | string, bg: number, fg: number, ext: number, restrictToCellHeight: boolean, domContainer: HTMLElement | undefined): IRasterizedGlyph {
const chars = typeof codeOrChars === 'number' ? String.fromCharCode(codeOrChars) : codeOrChars;
// Uncomment for debugging
// console.log(`draw to cache "${chars}"`, bg, fg, ext);
// Attach the canvas to the DOM in order to inherit font-feature-settings
// from the parent elements. This is necessary for ligatures and variants to
// work.
if (domContainer && this._tmpCanvas.parentElement !== domContainer) {
this._tmpCanvas.style.display = 'none';
domContainer.append(this._tmpCanvas);
}
// Allow 1 cell width per character, with a minimum of 2 (CJK), plus some padding. This is used
// to draw the glyph to the canvas as well as to restrict the bounding box search to ensure
// giant ligatures (eg. =====>) don't impact overall performance.
const allowedWidth = Math.min(this._config.deviceCellWidth * Math.max(chars.length, 2) + TMP_CANVAS_GLYPH_PADDING * 2, this._config.deviceMaxTextureSize);
if (this._tmpCanvas.width < allowedWidth) {
this._tmpCanvas.width = allowedWidth;
}
// Include line height when drawing glyphs
const allowedHeight = Math.min(this._config.deviceCellHeight + TMP_CANVAS_GLYPH_PADDING * 4, this._textureSize);
if (this._tmpCanvas.height < allowedHeight) {
this._tmpCanvas.height = allowedHeight;
}
this._tmpCtx.save();
this._workAttributeData.fg = fg;
this._workAttributeData.bg = bg;
this._workAttributeData.extended.ext = ext;
const invisible = !!this._workAttributeData.isInvisible();
if (invisible) {
return NULL_RASTERIZED_GLYPH;
}
const bold = !!this._workAttributeData.isBold();
const inverse = !!this._workAttributeData.isInverse();
const dim = !!this._workAttributeData.isDim();
const italic = !!this._workAttributeData.isItalic();
const underline = !!this._workAttributeData.isUnderline();
const strikethrough = !!this._workAttributeData.isStrikethrough();
const overline = !!this._workAttributeData.isOverline();
let fgColor = this._workAttributeData.getFgColor();
let fgColorMode = this._workAttributeData.getFgColorMode();
let bgColor = this._workAttributeData.getBgColor();
let bgColorMode = this._workAttributeData.getBgColorMode();
if (inverse) {
const temp = fgColor;
fgColor = bgColor;
bgColor = temp;
const temp2 = fgColorMode;
fgColorMode = bgColorMode;
bgColorMode = temp2;
}
// draw the background
const backgroundColor = this._getBackgroundColor(bgColorMode, bgColor, inverse, dim);
// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha,
// regardless of transparency in backgroundColor
this._tmpCtx.globalCompositeOperation = 'copy';
this._tmpCtx.fillStyle = backgroundColor.css;
this._tmpCtx.fillRect(0, 0, this._tmpCanvas.width, this._tmpCanvas.height);
this._tmpCtx.globalCompositeOperation = 'source-over';
// draw the foreground/glyph
const fontWeight = bold ? this._config.fontWeightBold : this._config.fontWeight;
const fontStyle = italic ? 'italic' : '';
this._tmpCtx.font =
`${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
this._tmpCtx.textBaseline = TEXT_BASELINE;
const powerlineGlyph = chars.length === 1 && isPowerlineGlyph(chars.charCodeAt(0));
const restrictedPowerlineGlyph = chars.length === 1 && isRestrictedPowerlineGlyph(chars.charCodeAt(0));
const foregroundColor = this._getForegroundColor(bg, bgColorMode, bgColor, fg, fgColorMode, fgColor, inverse, dim, bold, treatGlyphAsBackgroundColor(chars.charCodeAt(0)));
this._tmpCtx.fillStyle = foregroundColor.css;
// For powerline glyphs left/top padding is excluded (https://github.com/microsoft/vscode/issues/120129)
const padding = restrictedPowerlineGlyph ? 0 : TMP_CANVAS_GLYPH_PADDING * 2;
// Draw custom characters if applicable
let customGlyph = false;
if (this._config.customGlyphs !== false) {
const variantOffset = this._workAttributeData.getUnderlineVariantOffset();
customGlyph = tryDrawCustomGlyph(this._tmpCtx, chars, padding, padding, this._config.deviceCellWidth, this._config.deviceCellHeight, this._config.deviceCharWidth, this._config.deviceCharHeight, this._config.fontSize, this._config.devicePixelRatio, this._logService, backgroundColor.css, variantOffset);
}
// Whether to clear pixels based on a threshold difference between the glyph color and the
// background color. This should be disabled when the glyph contains multiple colors such as
// underline colors to prevent important colors could get cleared.
let enableClearThresholdCheck = !powerlineGlyph;
let chWidth: number;
if (typeof codeOrChars === 'number') {
chWidth = this._unicodeService.wcwidth(codeOrChars);
} else {
chWidth = this._unicodeService.getStringCellWidth(codeOrChars);
}
// Draw underline
if (underline) {
this._tmpCtx.save();
const lineWidth = Math.max(1, Math.floor(this._config.fontSize * this._config.devicePixelRatio / 15));
// When the line width is odd, draw at a 0.5 position
const yOffset = lineWidth % 2 === 1 ? 0.5 : 0;
this._tmpCtx.lineWidth = lineWidth;
// Underline color
if (this._workAttributeData.isUnderlineColorDefault()) {
this._tmpCtx.strokeStyle = this._tmpCtx.fillStyle;
} else if (this._workAttributeData.isUnderlineColorRGB()) {
enableClearThresholdCheck = false;
this._tmpCtx.strokeStyle = `rgb(${AttributeData.toColorRGB(this._workAttributeData.getUnderlineColor()).join(',')})`;
} else {
enableClearThresholdCheck = false;
let fg = this._workAttributeData.getUnderlineColor();
if (this._config.drawBoldTextInBrightColors && this._workAttributeData.isBold() && fg < 8) {
fg += 8;
}
this._tmpCtx.strokeStyle = this._getColorFromAnsiIndex(fg).css;
}
this._tmpCtx.fillStyle = this._tmpCtx.strokeStyle;
// Underline style/stroke
this._tmpCtx.beginPath();
const xLeft = padding;
const yTopDefault = Math.ceil(padding + this._config.deviceCharHeight) - yOffset - (restrictToCellHeight ? lineWidth * 2 : 0);
const yBotDefault = yTopDefault + lineWidth * 2;
let nextOffset = this._workAttributeData.getUnderlineVariantOffset();
let yTop = 0;
let yBot = 0;
for (let i = 0; i < chWidth; i++) {
let wasFilled = false;
this._tmpCtx.save();
yTop = yTopDefault;
yBot = yBotDefault;
const xChLeft = xLeft + i * this._config.deviceCellWidth;
const xChRight = xLeft + (i + 1) * this._config.deviceCellWidth;
switch (this._workAttributeData.extended.underlineStyle) {
case UnderlineStyle.DOUBLE:
this._tmpCtx.moveTo(xChLeft, yTopDefault);
this._tmpCtx.lineTo(xChRight, yTopDefault);
this._tmpCtx.moveTo(xChLeft, yBotDefault);
this._tmpCtx.lineTo(xChRight, yBotDefault);
break;
case UnderlineStyle.CURLY:
yTop = this._config.deviceCharHeight + 1;
yBot = yTop + 3 * this._config.devicePixelRatio;
const clipRegion = new Path2D();
clipRegion.rect(xChLeft, yTop, this._config.deviceCellWidth, yBot - yTop);
this._tmpCtx.clip(clipRegion);
// Draw a zigzag pattern, this is derived from the SVG used in monaco for the same
// style. The viewbox is 6x3 so scale it using that.
const cellW = this._config.deviceCellWidth;
const curlyH = (yBot - yTop);
const scaleX = cellW / 6;
const scaleY = curlyH / 3;
const polygons: number[][] = [
[0, 2, 1, 3, 2.4, 3, 0, 0.6],
[5.5, 0, 2.5, 3, 1.1, 3, 4.1, 0],
[4, 0, 6, 2, 6, 0.6, 5.4, 0],
];
for (const polygon of polygons) {
this._tmpCtx.beginPath();
for (let i = 0; i < polygon.length; i += 2) {
const x = xChLeft + polygon[i] * scaleX;
const y = yBot - polygon[i + 1] * scaleY;
if (i === 0) {
this._tmpCtx.moveTo(x, y);
} else {
this._tmpCtx.lineTo(x, y);
}
}
this._tmpCtx.closePath();
this._tmpCtx.fill();
}
wasFilled = true;
break;
case UnderlineStyle.DOTTED:
const offsetWidth = nextOffset === 0 ? 0 :
(nextOffset >= lineWidth ? lineWidth * 2 - nextOffset : lineWidth - nextOffset);
// a line and a gap.
const isLineStart = nextOffset >= lineWidth ? false : true;
if (isLineStart === false || offsetWidth === 0) {
this._tmpCtx.setLineDash([Math.round(lineWidth), Math.round(lineWidth)]);
this._tmpCtx.moveTo(xChLeft + offsetWidth, yTopDefault);
this._tmpCtx.lineTo(xChRight, yTopDefault);
} else {
this._tmpCtx.setLineDash([Math.round(lineWidth), Math.round(lineWidth)]);
this._tmpCtx.moveTo(xChLeft, yTopDefault);
this._tmpCtx.lineTo(xChLeft + offsetWidth, yTopDefault);
this._tmpCtx.moveTo(xChLeft + offsetWidth + lineWidth, yTopDefault);
this._tmpCtx.lineTo(xChRight, yTopDefault);
}
nextOffset = computeNextVariantOffset(xChRight - xChLeft, lineWidth, nextOffset);
break;
case UnderlineStyle.DASHED:
const lineRatio = 0.6;
const gapRatio = 0.3;
// End line ratio is approximately equal to 0.1
const xChWidth = xChRight - xChLeft;
const line = Math.floor(lineRatio * xChWidth);
const gap = Math.floor(gapRatio * xChWidth);
const end = xChWidth - line - gap;
this._tmpCtx.setLineDash([line, gap, end]);
this._tmpCtx.moveTo(xChLeft, yTopDefault);
this._tmpCtx.lineTo(xChRight, yTopDefault);
break;
case UnderlineStyle.SINGLE:
default:
this._tmpCtx.moveTo(xChLeft, yTopDefault);
this._tmpCtx.lineTo(xChRight, yTopDefault);
break;
}
if (!wasFilled) {
this._tmpCtx.stroke();
}
this._tmpCtx.restore();
}
this._tmpCtx.restore();
// Draw stroke in the background color for non custom characters in order to give an outline
// between the text and the underline. Only do this when font size is >= 12 as the underline
// looks odd when the font size is too small
if (!customGlyph && this._config.fontSize >= 12) {
// This only works when transparency is disabled because it's not clear how to clear stroked
// text
if (!this._config.allowTransparency && chars !== ' ') {
// Measure the text, only draw the stroke if there is a descent beyond an alphabetic text
// baseline
this._tmpCtx.save();
this._tmpCtx.textBaseline = 'alphabetic';
const metrics = this._tmpCtx.measureText(chars);
this._tmpCtx.restore();
if ('actualBoundingBoxDescent' in metrics && metrics.actualBoundingBoxDescent > 0) {
// This translates to 1/2 the line width in either direction
this._tmpCtx.save();
// Clip the region to only draw in valid pixels near the underline to avoid a slight
// outline around the whole glyph, as well as additional pixels in the glyph at the top
// which would increase GPU memory demands
const clipRegion = new Path2D();
clipRegion.rect(xLeft, yTop - Math.ceil(lineWidth / 2), this._config.deviceCellWidth * chWidth, yBot - yTop + Math.ceil(lineWidth / 2));
this._tmpCtx.clip(clipRegion);
this._tmpCtx.lineWidth = this._config.devicePixelRatio * 3;
this._tmpCtx.strokeStyle = backgroundColor.css;
this._tmpCtx.strokeText(chars, padding, padding + this._config.deviceCharHeight);
this._tmpCtx.restore();
}
}
}
}
// Overline
if (overline) {
const lineWidth = Math.max(1, Math.floor(this._config.fontSize * this._config.devicePixelRatio / 15));
const yOffset = lineWidth % 2 === 1 ? 0.5 : 0;
this._tmpCtx.lineWidth = lineWidth;
this._tmpCtx.strokeStyle = this._tmpCtx.fillStyle;
this._tmpCtx.beginPath();
this._tmpCtx.moveTo(padding, padding + yOffset);
this._tmpCtx.lineTo(padding + this._config.deviceCharWidth * chWidth, padding + yOffset);
this._tmpCtx.stroke();
}
// Draw the character
if (!customGlyph) {
this._tmpCtx.fillText(chars, padding, padding + this._config.deviceCharHeight);
}
// If this character is underscore and beyond the cell bounds, shift it up until it is visible
// even on the bottom row, try for a maximum of 5 pixels.
if (chars === '_' && !this._config.allowTransparency) {
let isBeyondCellBounds = clearColor(this._tmpCtx.getImageData(padding, padding, this._config.deviceCellWidth, this._config.deviceCellHeight), backgroundColor, foregroundColor, enableClearThresholdCheck);
if (isBeyondCellBounds) {
for (let offset = 1; offset <= 5; offset++) {
this._tmpCtx.save();
this._tmpCtx.fillStyle = backgroundColor.css;
this._tmpCtx.fillRect(0, 0, this._tmpCanvas.width, this._tmpCanvas.height);
this._tmpCtx.restore();
this._tmpCtx.fillText(chars, padding, padding + this._config.deviceCharHeight - offset);
isBeyondCellBounds = clearColor(this._tmpCtx.getImageData(padding, padding, this._config.deviceCellWidth, this._config.deviceCellHeight), backgroundColor, foregroundColor, enableClearThresholdCheck);
if (!isBeyondCellBounds) {
break;
}
}
}
}
// Draw strokethrough
if (strikethrough) {
const lineWidth = Math.max(1, Math.floor(this._config.fontSize * this._config.devicePixelRatio / 10));
const yOffset = this._tmpCtx.lineWidth % 2 === 1 ? 0.5 : 0; // When the width is odd, draw at 0.5 position
this._tmpCtx.lineWidth = lineWidth;
this._tmpCtx.strokeStyle = this._tmpCtx.fillStyle;
this._tmpCtx.beginPath();
this._tmpCtx.moveTo(padding, padding + Math.floor(this._config.deviceCharHeight / 2) - yOffset);
this._tmpCtx.lineTo(padding + this._config.deviceCharWidth * chWidth, padding + Math.floor(this._config.deviceCharHeight / 2) - yOffset);
this._tmpCtx.stroke();
}
this._tmpCtx.restore();
// clear the background from the character to avoid issues with drawing over the previous
// character if it extends past it's bounds
const imageData = this._tmpCtx.getImageData(
0, 0, this._tmpCanvas.width, this._tmpCanvas.height
);
// Clear out the background color and determine if the glyph is empty.
let isEmpty: boolean;
if (!this._config.allowTransparency) {
isEmpty = clearColor(imageData, backgroundColor, foregroundColor, enableClearThresholdCheck);
} else {
isEmpty = checkCompletelyTransparent(imageData);
}
// Handle empty glyphs
if (isEmpty) {
return NULL_RASTERIZED_GLYPH;
}
const rasterizedGlyph = this._findGlyphBoundingBox(imageData, this._workBoundingBox, allowedWidth, restrictedPowerlineGlyph, customGlyph, padding);
// Find the best atlas row to use
let activePage: AtlasPage;
let activeRow: ICharAtlasActiveRow;
while (true) {
// If there are no active pages (the last smallest 4 were merged), create a new one
if (this._activePages.length === 0) {
const newPage = this._createNewPage();
activePage = newPage;
activeRow = newPage.currentRow;
activeRow.height = rasterizedGlyph.size.y;
break;
}
// Get the best current row from all active pages
activePage = this._activePages[this._activePages.length - 1];
activeRow = activePage.currentRow;
for (const p of this._activePages) {
if (rasterizedGlyph.size.y <= p.currentRow.height) {
activePage = p;
activeRow = p.currentRow;
}
}
// TODO: This algorithm could be simplified:
// - Search for the page with ROW_PIXEL_THRESHOLD in mind
// - Keep track of current/fixed rows in a Map
// Replace the best current row with a fixed row if there is one at least as good as the
// current row. Search in reverse to prioritize filling in older pages.
for (let i = this._activePages.length - 1; i >= 0; i--) {
for (const row of this._activePages[i].fixedRows) {
if (row.height <= activeRow.height && rasterizedGlyph.size.y <= row.height) {
activePage = this._activePages[i];
activeRow = row;
}
}
}
// Create a new page for oversized glyphs as they come up
if (rasterizedGlyph.size.x > this._textureSize) {
if (!this._overflowSizePage) {
// Make room for the oversized page without exceeding texture capacity.
if (TextureAtlas.maxAtlasPages && this._pages.length >= TextureAtlas.maxAtlasPages) {
this._evictAllPages();
}
this._overflowSizePage = new AtlasPage(this._document, this._config.deviceMaxTextureSize);
this.pages.push(this._overflowSizePage);
// Invalidate renderer models so all texture pages are refreshed.
this._pageLayoutVersion++;
this._onAddTextureAtlasCanvas.fire(this._overflowSizePage.canvas);
}
activePage = this._overflowSizePage;
activeRow = this._overflowSizePage.currentRow;
// Move to next row if necessary
if (activeRow.x + rasterizedGlyph.size.x >= activePage.canvas.width) {
activeRow.x = 0;
activeRow.y += activeRow.height;
activeRow.height = 0;
}
break;
}
// Create a new page if too much vertical space would be wasted or there is not enough room
// left in the page. The previous active row will become fixed in the process as it now has a
// fixed height
if (activeRow.y + rasterizedGlyph.size.y >= activePage.canvas.height || activeRow.height > rasterizedGlyph.size.y + Constants.ROW_PIXEL_THRESHOLD) {
// Create the new fixed height row, creating a new page if there isn't enough room on the
// current page
let wasPageAndRowFound = false;
if (activePage.currentRow.y + activePage.currentRow.height + rasterizedGlyph.size.y >= activePage.canvas.height) {
// Find the first page with room to create the new row on
let candidatePage: AtlasPage | undefined;
for (const p of this._activePages) {
if (p.currentRow.y + p.currentRow.height + rasterizedGlyph.size.y < p.canvas.height) {
candidatePage = p;
break;
}
}
if (candidatePage) {
activePage = candidatePage;
} else {
// Before creating a new atlas page that would trigger a page merge, check if the
// current active row is sufficient when ignoring the ROW_PIXEL_THRESHOLD. This will
// improve texture utilization by using the available space before the page is merged
// and becomes static.
if (
TextureAtlas.maxAtlasPages &&
this._pages.length >= TextureAtlas.maxAtlasPages &&
activeRow.y + rasterizedGlyph.size.y <= activePage.canvas.height &&
activeRow.height >= rasterizedGlyph.size.y &&
activeRow.x + rasterizedGlyph.size.x <= activePage.canvas.width
) {
// activePage and activeRow is already valid
wasPageAndRowFound = true;
} else {
// Create a new page if there is no room
const newPage = this._createNewPage();
activePage = newPage;
activeRow = newPage.currentRow;
activeRow.height = rasterizedGlyph.size.y;
wasPageAndRowFound = true;
}
}
}
if (!wasPageAndRowFound) {
// Fix the current row as the new row is being added below
if (activePage.currentRow.height > 0) {
activePage.fixedRows.push(activePage.currentRow);
}
activeRow = {
x: 0,
y: activePage.currentRow.y + activePage.currentRow.height,
height: rasterizedGlyph.size.y
};
activePage.fixedRows.push(activeRow);
// Create the new current row below the new fixed height row
activePage.currentRow = {
x: 0,
y: activeRow.y + activeRow.height,
height: 0
};
}
// TODO: Remove pages from _activePages when all rows are filled
}
// Exit the loop if there is enough room in the row
if (activeRow.x + rasterizedGlyph.size.x <= activePage.canvas.width) {
break;
}
// If there is not enough room in the current row, finish it and try again
if (activeRow === activePage.currentRow) {
activeRow.x = 0;
activeRow.y += activeRow.height;
activeRow.height = 0;
} else {
activePage.fixedRows.splice(activePage.fixedRows.indexOf(activeRow), 1);
}
}
// Record texture position
rasterizedGlyph.texturePage = this._pages.indexOf(activePage);
rasterizedGlyph.texturePosition.x = activeRow.x;
rasterizedGlyph.texturePosition.y = activeRow.y;
rasterizedGlyph.texturePositionClipSpace.x = activeRow.x / activePage.canvas.width;
rasterizedGlyph.texturePositionClipSpace.y = activeRow.y / activePage.canvas.height;
// Fix the clipspace position as pages may be of differing size
rasterizedGlyph.sizeClipSpace.x /= activePage.canvas.width;
rasterizedGlyph.sizeClipSpace.y /= activePage.canvas.height;
// Update atlas current row, for fixed rows the glyph height will never be larger than the row
// height
activeRow.height = Math.max(activeRow.height, rasterizedGlyph.size.y);
activeRow.x += rasterizedGlyph.size.x;
// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
activePage.ctx.putImageData(
imageData,
rasterizedGlyph.texturePosition.x - this._workBoundingBox.left,
rasterizedGlyph.texturePosition.y - this._workBoundingBox.top,
this._workBoundingBox.left,
this._workBoundingBox.top,
rasterizedGlyph.size.x,
rasterizedGlyph.size.y
);
activePage.addGlyph(rasterizedGlyph);
activePage.version = ++AtlasPage.nextVersion;
return rasterizedGlyph;
}
/**
* Given an ImageData object, find the bounding box of the non-transparent
* portion of the texture and return an IRasterizedGlyph with these
* dimensions.
* @param imageData The image data to read.
* @param boundingBox An IBoundingBox to put the clipped bounding box values.
*/
private _findGlyphBoundingBox(imageData: ImageData, boundingBox: IBoundingBox, allowedWidth: number, restrictedGlyph: boolean, customGlyph: boolean, padding: number): IRasterizedGlyph {
boundingBox.top = 0;
const height = restrictedGlyph ? this._config.deviceCellHeight : this._tmpCanvas.height;
const width = restrictedGlyph ? this._config.deviceCellWidth : allowedWidth;
let found = false;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.top = y;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.left = 0;
found = false;
for (let x = 0; x < padding + width; x++) {
for (let y = 0; y < height; y++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.left = x;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.right = width;
found = false;
for (let x = padding + width - 1; x >= padding; x--) {
for (let y = 0; y < height; y++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.right = x;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.bottom = height;
found = false;
for (let y = height - 1; y >= 0; y--) {
for (let x = 0; x < width; x++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.bottom = y;
found = true;
break;
}
}
if (found) {
break;
}
}
return {
texturePage: 0,
texturePosition: { x: 0, y: 0 },
texturePositionClipSpace: { x: 0, y: 0 },
size: {
x: boundingBox.right - boundingBox.left + 1,
y: boundingBox.bottom - boundingBox.top + 1
},
sizeClipSpace: {
x: (boundingBox.right - boundingBox.left + 1),
y: (boundingBox.bottom - boundingBox.top + 1)
},
offset: {
x: -boundingBox.left + padding + ((restrictedGlyph || customGlyph) ? Math.floor((this._config.deviceCellWidth - this._config.deviceCharWidth) / 2) : 0),
y: -boundingBox.top + padding + ((restrictedGlyph || customGlyph) ? this._config.lineHeight === 1 ? 0 : Math.round((this._config.deviceCellHeight - this._config.deviceCharHeight) / 2) : 0)
}
};
}
}
class AtlasPage {
public readonly canvas: HTMLCanvasElement;
public readonly ctx: CanvasRenderingContext2D;
private _usedPixels: number = 0;
public get percentageUsed(): number { return this._usedPixels / (this.canvas.width * this.canvas.height); }
private readonly _glyphs: IRasterizedGlyph[] = [];
public get glyphs(): ReadonlyArray<IRasterizedGlyph> { return this._glyphs; }
public addGlyph(glyph: IRasterizedGlyph): void {
this._glyphs.push(glyph);
this._usedPixels += glyph.size.x * glyph.size.y;
}
/**
* Monotonically increasing across all atlas pages globally. Used to detect when the texture
* unit at a given index needs to be re-uploaded — both for content changes within the same
* page and for a page object swap at the same index (which happens after a page merge,
* where a per-page counter could coincide with the previously-bound page's value).
*/
public static nextVersion: number = 0;
public version = ++AtlasPage.nextVersion;
// Texture atlas current positioning data. The texture packing strategy used is to fill from
// left-to-right and top-to-bottom. When the glyph being written is less than half of the current
// row's height, the following happens:
//
// - The current row becomes the fixed height row A
// - A new fixed height row B the exact size of the glyph is created below the current row
// - A new dynamic height current row is created below B
//
// This strategy does a good job preventing space being wasted for very short glyphs such as
// underscores, hyphens etc. or those with underlines rendered.
public currentRow: ICharAtlasActiveRow = {
x: 0,
y: 0,
height: 0
};
public readonly fixedRows: ICharAtlasActiveRow[] = [];
constructor(
document: Document,
size: number,
sourcePages?: AtlasPage[]
) {
this.canvas = createCanvas(document, size, size);
// The canvas needs alpha because we use clearColor to convert the background color to alpha.
// It might also contain some characters with transparent backgrounds if allowTransparency is
// set.
this.ctx = throwIfFalsy(this.canvas.getContext('2d', { alpha: true }));
if (sourcePages) {
if (sourcePages.length === 4) {
// optimized for quadmerge
this._glyphs = this._glyphs.concat(
sourcePages[0].glyphs,
sourcePages[1].glyphs,
sourcePages[2].glyphs,
sourcePages[3].glyphs
);
this._usedPixels = sourcePages[0]._usedPixels +
sourcePages[1]._usedPixels +
sourcePages[2]._usedPixels +
sourcePages[3]._usedPixels;
} else {
// fallback for non quadmerges (should never be used)
for (let i = 0; i < sourcePages.length; ++i) {
this._glyphs = this._glyphs.concat(sourcePages[i].glyphs);
this._usedPixels += sourcePages[i]._usedPixels;
}
}
}
}
public clear(): void {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.currentRow.x = 0;
this.currentRow.y = 0;
this.currentRow.height = 0;
this.fixedRows.length = 0;
this.version = ++AtlasPage.nextVersion;
}
}
/**
* Makes a particular rgb color and colors that are nearly the same in an ImageData completely
* transparent.
* @returns True if the result is "empty", meaning all pixels are fully transparent.
*/
function clearColor(imageData: ImageData, bg: IColor, fg: IColor, enableThresholdCheck: boolean): boolean {
// Get color channels
const r = bg.rgba >>> 24;
const g = bg.rgba >>> 16 & 0xFF;
const b = bg.rgba >>> 8 & 0xFF;
const fgR = fg.rgba >>> 24;
const fgG = fg.rgba >>> 16 & 0xFF;
const fgB = fg.rgba >>> 8 & 0xFF;
// Calculate a threshold that when below a color will be treated as transpart when the sum of
// channel value differs. This helps improve rendering when glyphs overlap with others. This
// threshold is calculated relative to the difference between the background and foreground to
// ensure important details of the glyph are always shown, even when the contrast ratio is low.
// The number 12 is largely arbitrary to ensure the pixels that escape the cell in the test case
// were covered (fg=#8ae234, bg=#c4a000).
const threshold = Math.floor((Math.abs(r - fgR) + Math.abs(g - fgG) + Math.abs(b - fgB)) / 12);
// Set alpha channel of relevant pixels to 0
let isEmpty = true;
for (let offset = 0; offset < imageData.data.length; offset += 4) {
// Check exact match
if (imageData.data[offset] === r &&
imageData.data[offset + 1] === g &&
imageData.data[offset + 2] === b) {
imageData.data[offset + 3] = 0;
} else {
// Check the threshold based difference
if (enableThresholdCheck &&
(Math.abs(imageData.data[offset] - r) +
Math.abs(imageData.data[offset + 1] - g) +
Math.abs(imageData.data[offset + 2] - b)) < threshold) {
imageData.data[offset + 3] = 0;
} else {
isEmpty = false;
}
}
}
return isEmpty;
}
function checkCompletelyTransparent(imageData: ImageData): boolean {
for (let offset = 0; offset < imageData.data.length; offset += 4) {
if (imageData.data[offset + 3] > 0) {
return false;
}
}
return true;
}
function createCanvas(document: Document, width: number, height: number): HTMLCanvasElement {
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
return canvas;
}