X-Git-Url: https://git.josue.xyz/?p=VSoRC%2F.git;a=blobdiff_plain;f=node_modules%2Fxterm%2Fsrc%2Fbrowser%2Frenderer%2Fatlas%2FDynamicCharAtlas.ts;fp=node_modules%2Fxterm%2Fsrc%2Fbrowser%2Frenderer%2Fatlas%2FDynamicCharAtlas.ts;h=0000000000000000000000000000000000000000;hp=40103bc7212d0e9d294c039f88ac8e085efeea61;hb=5e96dd57ddd883604e87f62bdddcb111c63a6e1a;hpb=acb5f682a2b75b972710cabd81658f63071324b0 diff --git a/node_modules/xterm/src/browser/renderer/atlas/DynamicCharAtlas.ts b/node_modules/xterm/src/browser/renderer/atlas/DynamicCharAtlas.ts deleted file mode 100644 index 40103bc..0000000 --- a/node_modules/xterm/src/browser/renderer/atlas/DynamicCharAtlas.ts +++ /dev/null @@ -1,369 +0,0 @@ -/** - * 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; - - // 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; -}