support screen size, rip out shared state

This commit is contained in:
Mitchell Hashimoto
2022-10-24 09:52:08 -07:00
parent 45ff936ddf
commit dc908cb73d
4 changed files with 67 additions and 35 deletions

View File

@@ -359,14 +359,24 @@ pub fn threadExit(self: *const OpenGL) void {
pub fn render(
self: *OpenGL,
window: glfw.Window,
state: renderer.State,
state: *renderer.State,
) !void {
// Data we extract out of the critical area.
const Critical = struct {
devmode_data: ?*imgui.DrawData,
screen_size: ?renderer.ScreenSize,
};
// Update all our data as tightly as possible within the mutex.
var gl_bg = self.background;
{
const critical: Critical = critical: {
state.mutex.lock();
defer state.mutex.unlock();
// If we're resizing, then handle that now.
if (state.resize_screen) |size| try self.setScreenSize(size);
defer state.resize_screen = null;
// Setup our cursor state
self.cursor_visible = state.cursor.visible and !state.cursor.blink;
self.cursor_style = CursorStyle.fromTerminal(state.cursor.style) orelse .box;
@@ -384,9 +394,33 @@ pub fn render(
self.foreground = bg;
}
// Build our GPU cells
try self.rebuildCells(state.terminal);
try self.finalizeCells(state.terminal);
if (state.devmode) |dm| if (dm.visible) try dm.update();
// Build our devmode draw data
const devmode_data = devmode_data: {
if (state.devmode) |dm| {
if (dm.visible) {
try dm.update();
break :devmode_data try dm.render();
}
}
break :devmode_data null;
};
break :critical .{
.devmode_data = devmode_data,
.screen_size = state.resize_screen,
};
};
// If we are resizing we need to update the viewport
if (critical.screen_size) |size| {
// Update our viewport for this context to be the entire window.
// OpenGL works in pixels, so we have to use the pixel size.
try gl.viewport(0, 0, @intCast(i32, size.width), @intCast(i32, size.height));
}
// Clear the surface
@@ -402,11 +436,8 @@ pub fn render(
try self.draw();
// If we have devmode, then render that
if (state.devmode) |dm| {
if (dm.visible) {
const data = try dm.render();
imgui.ImplOpenGL3.renderDrawData(data);
}
if (critical.devmode_data) |data| {
imgui.ImplOpenGL3.renderDrawData(data);
}
// Swap our window buffers
@@ -783,7 +814,7 @@ pub fn updateCell(
/// Set the screen size for rendering. This will update the projection
/// used for the shader so that the scaling of the grid is correct.
pub fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
// Update the projection uniform within our shader
const bind = try self.program.use();
defer bind.unbind();

View File

@@ -3,6 +3,7 @@
const std = @import("std");
const DevMode = @import("../DevMode.zig");
const terminal = @import("../terminal/main.zig");
const renderer = @import("../renderer.zig");
/// The mutex that must be held while reading any of the data in the
/// members of this state. Note that the state itself is NOT protected
@@ -11,7 +12,7 @@ const terminal = @import("../terminal/main.zig");
mutex: *std.Thread.Mutex,
/// A new screen size if the screen was resized.
resize: ?Resize = null,
resize_screen: ?renderer.ScreenSize,
/// Cursor configuration for rendering
cursor: Cursor,
@@ -36,5 +37,3 @@ pub const Cursor = struct {
/// the cursor will not be rendered.
blink: bool = false,
};
pub const Resize = struct {};

View File

@@ -31,7 +31,7 @@ window: glfw.Window,
renderer: *renderer.OpenGL,
/// Pointer to the shared state that is used to generate the final render.
state: *const renderer.State,
state: *renderer.State,
/// Initialize the thread. This does not START the thread. This only sets
/// up all the internal state necessary prior to starting the thread. It
@@ -40,7 +40,7 @@ pub fn init(
alloc: Allocator,
window: glfw.Window,
renderer_impl: *renderer.OpenGL,
state: *const renderer.State,
state: *renderer.State,
) !Thread {
// We always store allocator pointer on the loop data so that
// handles can use our global allocator.
@@ -148,7 +148,7 @@ fn renderCallback(h: *libuv.Async) void {
return;
};
t.renderer.render(t.window, t.state.*) catch |err|
t.renderer.render(t.window, t.state) catch |err|
log.warn("error rendering err={}", .{err});
}