prepare our render state on the window

This commit is contained in:
Mitchell Hashimoto
2022-10-23 20:55:04 -07:00
parent 9913bba2e8
commit b347ff458b
3 changed files with 79 additions and 2 deletions

View File

@@ -9,6 +9,8 @@ const testing = std.testing;
const Allocator = std.mem.Allocator;
const Atlas = @import("../Atlas.zig");
const font = @import("../font/main.zig");
const imgui = @import("imgui");
const renderer = @import("../renderer.zig");
const terminal = @import("../terminal/main.zig");
const Terminal = terminal.Terminal;
const gl = @import("../opengl.zig");
@@ -353,6 +355,62 @@ pub fn threadExit() void {
glfw.makeContextCurrent(null) catch {};
}
/// The primary render callback that is completely thread-safe.
pub fn render(
self: *OpenGL,
window: glfw.Window,
state: renderer.State,
) !void {
// Update all our data as tightly as possible within the mutex.
var gl_bg = self.background;
{
state.mutex.lock();
defer state.mutex.unlock();
// Setup our cursor state
self.cursor_visible = state.cursor.visible and !state.cursor.blink;
self.cursor_style = CursorStyle.fromTerminal(state.cursor.style) orelse .box;
// Swap bg/fg if the terminal is reversed
const bg = self.background;
const fg = self.foreground;
defer {
self.background = bg;
self.foreground = fg;
}
if (state.terminal.modes.reverse_colors) {
gl_bg = fg;
self.background = fg;
self.foreground = bg;
}
try self.rebuildCells(state.terminal);
try self.finalizeCells(state.terminal);
if (state.devmode) |dm| try dm.update();
}
// Clear the surface
gl.clearColor(
@intToFloat(f32, self.background.r) / 255,
@intToFloat(f32, self.background.g) / 255,
@intToFloat(f32, self.background.b) / 255,
1.0,
);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
// We're out of the critical path now. Let's first render our terminal.
try self.draw();
// If we have devmode, then render that
if (state.devmode) |dm| {
const data = try dm.render();
imgui.ImplOpenGL3.renderDrawData(data);
}
// Swap our window buffers
try window.swapBuffers();
}
/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
/// slow operation but ensures that the GPU state exactly matches the CPU state.
/// In steady-state operation, we use some GPU tricks to send down stale data
@@ -830,7 +888,7 @@ fn flushAtlas(self: *OpenGL) !void {
/// Render renders the current cell state. This will not modify any of
/// the cells.
pub fn render(self: *OpenGL) !void {
pub fn draw(self: *OpenGL) !void {
const t = trace(@src());
defer t.end();