+++ /dev/null
-/**
- * Copyright (c) 2017 The xterm.js authors. All rights reserved.
- * @license MIT
- */
-
-import { DIM_OPACITY, INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
-import { IGlyphIdentifier, ICharAtlasConfig } from 'browser/renderer/atlas/Types';
-import { BaseCharAtlas } from 'browser/renderer/atlas/BaseCharAtlas';
-import { DEFAULT_ANSI_COLORS } from 'browser/ColorManager';
-import { LRUMap } from 'browser/renderer/atlas/LRUMap';
-import { isFirefox, isSafari } from 'common/Platform';
-import { IColor } from 'browser/Types';
-import { throwIfFalsy } from 'browser/renderer/RendererUtils';
-
-// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
-// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
-const TEXTURE_WIDTH = 1024;
-const TEXTURE_HEIGHT = 1024;
-
-const TRANSPARENT_COLOR = {
- css: 'rgba(0, 0, 0, 0)',
- rgba: 0
-};
-
-// Drawing to the cache is expensive: If we have to draw more than this number of glyphs to the
-// cache in a single frame, give up on trying to cache anything else, and try to finish the current
-// frame ASAP.
-//
-// This helps to limit the amount of damage a program can do when it would otherwise thrash the
-// cache.
-const FRAME_CACHE_DRAW_LIMIT = 100;
-
-/**
- * The number of milliseconds to wait before generating the ImageBitmap, this is to debounce/batch
- * the operation as window.createImageBitmap is asynchronous.
- */
-const GLYPH_BITMAP_COMMIT_DELAY = 100;
-
-interface IGlyphCacheValue {
- index: number;
- isEmpty: boolean;
- inBitmap: boolean;
-}
-
-export function getGlyphCacheKey(glyph: IGlyphIdentifier): number {
- // Note that this only returns a valid key when code < 256
- // Layout:
- // 0b00000000000000000000000000000001: italic (1)
- // 0b00000000000000000000000000000010: dim (1)
- // 0b00000000000000000000000000000100: bold (1)
- // 0b00000000000000000000111111111000: fg (9)
- // 0b00000000000111111111000000000000: bg (9)
- // 0b00011111111000000000000000000000: code (8)
- // 0b11100000000000000000000000000000: unused (3)
- return glyph.code << 21 | glyph.bg << 12 | glyph.fg << 3 | (glyph.bold ? 0 : 4) + (glyph.dim ? 0 : 2) + (glyph.italic ? 0 : 1);
-}
-
-export class DynamicCharAtlas extends BaseCharAtlas {
- // An ordered map that we're using to keep track of where each glyph is in the atlas texture.
- // It's ordered so that we can determine when to remove the old entries.
- private _cacheMap: LRUMap<IGlyphCacheValue>;
-
- // The texture that the atlas is drawn to
- private _cacheCanvas: HTMLCanvasElement;
- private _cacheCtx: CanvasRenderingContext2D;
-
- // A temporary context that glyphs are drawn to before being transfered to the atlas.
- private _tmpCtx: CanvasRenderingContext2D;
-
- // The number of characters stored in the atlas by width/height
- private _width: number;
- private _height: number;
-
- private _drawToCacheCount: number = 0;
-
- // An array of glyph keys that are waiting on the bitmap to be generated.
- private _glyphsWaitingOnBitmap: IGlyphCacheValue[] = [];
-
- // The timeout that is used to batch bitmap generation so it's not requested for every new glyph.
- private _bitmapCommitTimeout: number | null = null;
-
- // The bitmap to draw from, this is much faster on other browsers than others.
- private _bitmap: ImageBitmap | null = null;
-
- constructor(document: Document, private _config: ICharAtlasConfig) {
- super();
- this._cacheCanvas = document.createElement('canvas');
- this._cacheCanvas.width = TEXTURE_WIDTH;
- this._cacheCanvas.height = TEXTURE_HEIGHT;
- // 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._cacheCtx = throwIfFalsy(this._cacheCanvas.getContext('2d', {alpha: true}));
-
- const tmpCanvas = document.createElement('canvas');
- tmpCanvas.width = this._config.scaledCharWidth;
- tmpCanvas.height = this._config.scaledCharHeight;
- this._tmpCtx = throwIfFalsy(tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency}));
-
- this._width = Math.floor(TEXTURE_WIDTH / this._config.scaledCharWidth);
- this._height = Math.floor(TEXTURE_HEIGHT / this._config.scaledCharHeight);
- const capacity = this._width * this._height;
- this._cacheMap = new LRUMap(capacity);
- this._cacheMap.prealloc(capacity);
-
- // This is useful for debugging
- // document.body.appendChild(this._cacheCanvas);
- }
-
- public dispose(): void {
- if (this._bitmapCommitTimeout !== null) {
- window.clearTimeout(this._bitmapCommitTimeout);
- this._bitmapCommitTimeout = null;
- }
- }
-
- public beginFrame(): void {
- this._drawToCacheCount = 0;
- }
-
- public draw(
- ctx: CanvasRenderingContext2D,
- glyph: IGlyphIdentifier,
- x: number,
- y: number
- ): boolean {
- // Space is always an empty cell, special case this as it's so common
- if (glyph.code === 32) {
- return true;
- }
-
- // Exit early for uncachable glyphs
- if (!this._canCache(glyph)) {
- return false;
- }
-
- const glyphKey = getGlyphCacheKey(glyph);
- const cacheValue = this._cacheMap.get(glyphKey);
- if (cacheValue !== null && cacheValue !== undefined) {
- this._drawFromCache(ctx, cacheValue, x, y);
- return true;
- } else if (this._drawToCacheCount < FRAME_CACHE_DRAW_LIMIT) {
- let index;
- if (this._cacheMap.size < this._cacheMap.capacity) {
- index = this._cacheMap.size;
- } else {
- // we're out of space, so our call to set will delete this item
- index = this._cacheMap.peek()!.index;
- }
- const cacheValue = this._drawToCache(glyph, index);
- this._cacheMap.set(glyphKey, cacheValue);
- this._drawFromCache(ctx, cacheValue, x, y);
- return true;
- }
- return false;
- }
-
- private _canCache(glyph: IGlyphIdentifier): boolean {
- // Only cache ascii and extended characters for now, to be safe. In the future, we could do
- // something more complicated to determine the expected width of a character.
- //
- // If we switch the renderer over to webgl at some point, we may be able to use blending modes
- // to draw overlapping glyphs from the atlas:
- // https://github.com/servo/webrender/issues/464#issuecomment-255632875
- // https://webglfundamentals.org/webgl/lessons/webgl-text-texture.html
- return glyph.code < 256;
- }
-
- private _toCoordinateX(index: number): number {
- return (index % this._width) * this._config.scaledCharWidth;
- }
-
- private _toCoordinateY(index: number): number {
- return Math.floor(index / this._width) * this._config.scaledCharHeight;
- }
-
- private _drawFromCache(
- ctx: CanvasRenderingContext2D,
- cacheValue: IGlyphCacheValue,
- x: number,
- y: number
- ): void {
- // We don't actually need to do anything if this is whitespace.
- if (cacheValue.isEmpty) {
- return;
- }
- const cacheX = this._toCoordinateX(cacheValue.index);
- const cacheY = this._toCoordinateY(cacheValue.index);
- ctx.drawImage(
- cacheValue.inBitmap ? this._bitmap! : this._cacheCanvas,
- cacheX,
- cacheY,
- this._config.scaledCharWidth,
- this._config.scaledCharHeight,
- x,
- y,
- this._config.scaledCharWidth,
- this._config.scaledCharHeight
- );
- }
-
- private _getColorFromAnsiIndex(idx: number): IColor {
- if (idx < this._config.colors.ansi.length) {
- return this._config.colors.ansi[idx];
- }
- return DEFAULT_ANSI_COLORS[idx];
- }
-
- private _getBackgroundColor(glyph: IGlyphIdentifier): 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 TRANSPARENT_COLOR;
- } else if (glyph.bg === INVERTED_DEFAULT_COLOR) {
- return this._config.colors.foreground;
- } else if (glyph.bg < 256) {
- return this._getColorFromAnsiIndex(glyph.bg);
- }
- return this._config.colors.background;
- }
-
- private _getForegroundColor(glyph: IGlyphIdentifier): IColor {
- if (glyph.fg === INVERTED_DEFAULT_COLOR) {
- return this._config.colors.background;
- } else if (glyph.fg < 256) {
- // 256 color support
- return this._getColorFromAnsiIndex(glyph.fg);
- }
- return this._config.colors.foreground;
- }
-
- // TODO: We do this (or something similar) in multiple places. We should split this off
- // into a shared function.
- private _drawToCache(glyph: IGlyphIdentifier, index: number): IGlyphCacheValue {
- this._drawToCacheCount++;
-
- this._tmpCtx.save();
-
- // draw the background
- const backgroundColor = this._getBackgroundColor(glyph);
- // 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._config.scaledCharWidth, this._config.scaledCharHeight);
- this._tmpCtx.globalCompositeOperation = 'source-over';
-
- // draw the foreground/glyph
- const fontWeight = glyph.bold ? this._config.fontWeightBold : this._config.fontWeight;
- const fontStyle = glyph.italic ? 'italic' : '';
- this._tmpCtx.font =
- `${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
- this._tmpCtx.textBaseline = 'middle';
-
- this._tmpCtx.fillStyle = this._getForegroundColor(glyph).css;
-
- // Apply alpha to dim the character
- if (glyph.dim) {
- this._tmpCtx.globalAlpha = DIM_OPACITY;
- }
- // Draw the character
- this._tmpCtx.fillText(glyph.chars, 0, this._config.scaledCharHeight / 2);
- 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._config.scaledCharWidth, this._config.scaledCharHeight
- );
- let isEmpty = false;
- if (!this._config.allowTransparency) {
- isEmpty = clearColor(imageData, backgroundColor);
- }
-
- // copy the data from imageData to _cacheCanvas
- const x = this._toCoordinateX(index);
- const y = this._toCoordinateY(index);
- // putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
- this._cacheCtx.putImageData(imageData, x, y);
-
- // Add the glyph and queue it to the bitmap (if the browser supports it)
- const cacheValue = {
- index,
- isEmpty,
- inBitmap: false
- };
- this._addGlyphToBitmap(cacheValue);
-
- return cacheValue;
- }
-
- private _addGlyphToBitmap(cacheValue: IGlyphCacheValue): void {
- // Support is patchy for createImageBitmap at the moment, pass a canvas back
- // if support is lacking as drawImage works there too. Firefox is also
- // included here as ImageBitmap appears both buggy and has horrible
- // performance (tested on v55).
- if (!('createImageBitmap' in window) || isFirefox || isSafari) {
- return;
- }
-
- // Add the glyph to the queue
- this._glyphsWaitingOnBitmap.push(cacheValue);
-
- // Check if bitmap generation timeout already exists
- if (this._bitmapCommitTimeout !== null) {
- return;
- }
-
- this._bitmapCommitTimeout = window.setTimeout(() => this._generateBitmap(), GLYPH_BITMAP_COMMIT_DELAY);
- }
-
- private _generateBitmap(): void {
- const glyphsMovingToBitmap = this._glyphsWaitingOnBitmap;
- this._glyphsWaitingOnBitmap = [];
- window.createImageBitmap(this._cacheCanvas).then(bitmap => {
- // Set bitmap
- this._bitmap = bitmap;
-
- // Mark all new glyphs as in bitmap, excluding glyphs that came in after
- // the bitmap was requested
- for (let i = 0; i < glyphsMovingToBitmap.length; i++) {
- const value = glyphsMovingToBitmap[i];
- // It doesn't matter if the value was already evicted, it will be
- // released from memory after this block if so.
- value.inBitmap = true;
- }
- });
- this._bitmapCommitTimeout = null;
- }
-}
-
-// This is used for debugging the renderer, just swap out `new DynamicCharAtlas` with
-// `new NoneCharAtlas`.
-export class NoneCharAtlas extends BaseCharAtlas {
- constructor(document: Document, config: ICharAtlasConfig) {
- super();
- }
-
- public draw(
- ctx: CanvasRenderingContext2D,
- glyph: IGlyphIdentifier,
- x: number,
- y: number
- ): boolean {
- return false;
- }
-}
-
-/**
- * Makes a partiicular rgb color in an ImageData completely transparent.
- * @returns True if the result is "empty", meaning all pixels are fully transparent.
- */
-function clearColor(imageData: ImageData, color: IColor): boolean {
- let isEmpty = true;
- const r = color.rgba >>> 24;
- const g = color.rgba >>> 16 & 0xFF;
- const b = color.rgba >>> 8 & 0xFF;
- for (let offset = 0; offset < imageData.data.length; offset += 4) {
- if (imageData.data[offset] === r &&
- imageData.data[offset + 1] === g &&
- imageData.data[offset + 2] === b) {
- imageData.data[offset + 3] = 0;
- } else {
- isEmpty = false;
- }
- }
- return isEmpty;
-}