Add a basic dynamic character atlas implementation

This adds a very minimal implementation of DynamicCharAtlas using a LRU
cache.

I've got some optimizations that I'll add on top of this, but this
proves the concept.
This commit is contained in:
Benjamin Woodruff
2018-04-15 18:49:07 -07:00
parent 8c980bc30d
commit 24feaabd9a
9 changed files with 226 additions and 13 deletions
+1
View File
@@ -58,6 +58,7 @@
experimentalCharAtlas
<select id="option-experimental-char-atlas">
<option value="static" selected>static</option>
<option value="dynamic">dynamic</option>
<option value="none">none</option>
</select>
</label>
+2
View File
@@ -8,12 +8,14 @@ import { IColorSet } from '../Types';
import { ICharAtlasConfig } from '../../shared/atlas/Types';
import { generateConfig, configEquals } from './CharAtlasUtils';
import BaseCharAtlas from './BaseCharAtlas';
import DynamicCharAtlas from './DynamicCharAtlas';
import NoneCharAtlas from './NoneCharAtlas';
import StaticCharAtlas from './StaticCharAtlas';
const charAtlasImplementations = {
'none': NoneCharAtlas,
'static': StaticCharAtlas,
'dynamic': DynamicCharAtlas,
};
interface ICharAtlasCacheEntry {
+4 -1
View File
@@ -8,13 +8,16 @@ import { IColorSet } from '../Types';
import { ICharAtlasConfig } from '../../shared/atlas/Types';
export function generateConfig(scaledCharWidth: number, scaledCharHeight: number, terminal: ITerminal, colors: IColorSet): ICharAtlasConfig {
// null out some fields that don't matter
const clonedColors = {
foreground: colors.foreground,
background: colors.background,
cursor: null,
cursorAccent: null,
selection: null,
ansi: colors.ansi.slice(0, 16)
// For the static char atlas, we only use the first 16 colors, but we need all 256 for the
// dynamic character atlas.
ansi: colors.ansi,
};
return {
type: terminal.options.experimentalCharAtlas,
+195
View File
@@ -0,0 +1,195 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { DIM_OPACITY, IGlyphIdentifier, INVERTED_DEFAULT_COLOR } from './Types';
import { ICharAtlasConfig } from '../../shared/atlas/Types';
import BaseCharAtlas from './BaseCharAtlas';
import { clearColor } from '../../shared/atlas/CharAtlasGenerator';
// 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;
type GlyphCacheKey = string;
/**
* Removes and returns the oldest element in a map.
*/
function mapShift<K, V>(map: Map<K, V>): [K, V] {
// Map guarantees insertion-order iteration.
const entry = map.entries().next().value;
if (entry === undefined) {
return undefined;
}
map.delete(entry[0]);
return entry;
}
function getGlyphCacheKey(glyph: IGlyphIdentifier): GlyphCacheKey {
return `${glyph.bg}_${glyph.fg}_${glyph.bold ? 0 : 1}${glyph.dim ? 0 : 1}${glyph.char}`;
}
export default 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: Map<GlyphCacheKey, number> = new Map();
// The texture that the atlas is drawn to
private _cacheCanvas: HTMLCanvasElement;
private _cacheCtx: CanvasRenderingContext2D;
// A temporary canvas that glyphs are drawn to before being transfered over to the atlas.
private _tmpCanvas: HTMLCanvasElement;
private _tmpCtx: CanvasRenderingContext2D;
// The number of characters stored in the atlas by width/height
private _capacity: number;
private _width: number;
private _height: number;
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.
this._cacheCtx = this._cacheCanvas.getContext('2d', {alpha: true});
this._tmpCanvas = document.createElement('canvas');
this._tmpCanvas.width = this._config.scaledCharWidth;
this._tmpCanvas.height = this._config.scaledCharHeight;
this._tmpCtx = this._tmpCanvas.getContext('2d', {alpha: true});
this._width = Math.floor(TEXTURE_WIDTH / this._config.scaledCharWidth);
this._height = Math.floor(TEXTURE_HEIGHT / this._config.scaledCharHeight);
this._capacity = this._width * this._height;
// This is useful for debugging
// document.body.appendChild(this._cacheCanvas);
}
public draw(
ctx: CanvasRenderingContext2D,
glyph: IGlyphIdentifier,
x: number,
y: number,
): boolean {
const glyphKey = getGlyphCacheKey(glyph);
const index = this._cacheMap.get(glyphKey);
if (index != null) {
// move to end of insertion order, so this can behave like an LRU cache
this._cacheMap.delete(glyphKey);
this._cacheMap.set(glyphKey, index);
this._drawFromCache(ctx, index, x, y);
return true;
} else if (this._canCache(glyph)) {
let index;
if (this._cacheMap.size < this._capacity) {
index = this._cacheMap.size;
} else {
index = mapShift(this._cacheMap)[1];
}
this._drawToCache(glyph, index);
this._cacheMap.set(glyphKey, index);
this._drawFromCache(ctx, index, x, y);
return true;
} else {
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.char.charCodeAt(0) < 256;
}
private _toCoordinates(index: number): [number, number] {
return [
(index % this._width) * this._config.scaledCharWidth,
Math.floor(index / this._width) * this._config.scaledCharHeight
];
}
private _drawFromCache(
ctx: CanvasRenderingContext2D,
index: number,
x: number,
y: number
): void {
const [cacheX, cacheY] = this._toCoordinates(index);
ctx.drawImage(
this._cacheCanvas,
cacheX,
cacheY,
this._config.scaledCharWidth,
this._config.scaledCharHeight,
x,
y,
this._config.scaledCharWidth,
this._config.scaledCharHeight,
);
}
// 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): void {
this._tmpCtx.save();
// no need to clear _tmpCtx, since we're going to draw a fully opaque background
// draw the background
let backgroundColor = this._config.colors.background;
if (glyph.bg === INVERTED_DEFAULT_COLOR) {
backgroundColor = this._config.colors.foreground;
} else if (glyph.bg < 256) {
backgroundColor = this._config.colors.ansi[glyph.bg];
}
this._tmpCtx.fillStyle = backgroundColor.css;
this._tmpCtx.fillRect(0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight);
// draw the foreground/glyph
this._tmpCtx.font =
`${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
if (glyph.bold) {
this._tmpCtx.font = `bold ${this._tmpCtx.font}`;
}
this._tmpCtx.textBaseline = 'top';
if (glyph.fg === INVERTED_DEFAULT_COLOR) {
this._tmpCtx.fillStyle = this._config.colors.background.css;
} else if (glyph.fg < 256) {
// 256 color support
this._tmpCtx.fillStyle = this._config.colors.ansi[glyph.fg].css;
} else {
this._tmpCtx.fillStyle = this._config.colors.foreground.css;
}
// Apply alpha to dim the character
if (glyph.dim) {
this._tmpCtx.globalAlpha = DIM_OPACITY;
}
// Draw the character
this._tmpCtx.fillText(glyph.char, 0, 0);
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,
);
clearColor(imageData, backgroundColor);
// copy the data from _tmpCanvas to _cacheCanvas
const [x, y] = this._toCoordinates(index);
// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
this._cacheCtx.putImageData(imageData, x, y);
}
}
+2 -2
View File
@@ -6,7 +6,7 @@
import { DIM_OPACITY, IGlyphIdentifier } from './Types';
import { ICharAtlasConfig } from '../../shared/atlas/Types';
import { CHAR_ATLAS_CELL_SPACING } from '../../shared/atlas/Types';
import { generateCharAtlas } from '../../shared/atlas/CharAtlasGenerator';
import { generateStaticCharAtlasTexture } from '../../shared/atlas/CharAtlasGenerator';
import BaseCharAtlas from './BaseCharAtlas';
export default class StaticCharAtlas extends BaseCharAtlas {
@@ -24,7 +24,7 @@ export default class StaticCharAtlas extends BaseCharAtlas {
}
public async _doWarmUp(): Promise<void> {
const result = generateCharAtlas(window, this._canvasFactory, this._config);
const result = generateStaticCharAtlasTexture(window, this._canvasFactory, this._config);
if (result instanceof Promise) {
this._texture = await result;
} else {
+8 -7
View File
@@ -5,6 +5,7 @@
import { FontWeight } from 'xterm';
import { CHAR_ATLAS_CELL_SPACING, ICharAtlasConfig } from './Types';
import { IColor } from '../Types';
import { isFirefox } from '../utils/Browser';
declare const Promise: any;
@@ -20,9 +21,9 @@ export interface IOffscreenCanvas {
* Generates a char atlas.
* @param context The window or worker context.
* @param canvasFactory A function to generate a canvas with a width or height.
* @param request The config for the new char atlas.
* @param config The config for the new char atlas.
*/
export function generateCharAtlas(context: Window, canvasFactory: (width: number, height: number) => HTMLCanvasElement | IOffscreenCanvas, config: ICharAtlasConfig): HTMLCanvasElement | Promise<ImageBitmap> {
export function generateStaticCharAtlasTexture(context: Window, canvasFactory: (width: number, height: number) => HTMLCanvasElement | IOffscreenCanvas, config: ICharAtlasConfig): HTMLCanvasElement | Promise<ImageBitmap> {
const cellWidth = config.scaledCharWidth + CHAR_ATLAS_CELL_SPACING;
const cellHeight = config.scaledCharHeight + CHAR_ATLAS_CELL_SPACING;
const canvas = canvasFactory(
@@ -100,10 +101,7 @@ export function generateCharAtlas(context: Window, canvasFactory: (width: number
const charAtlasImageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
// Remove the background color from the image so characters may overlap
const r = config.colors.background.rgba >>> 24;
const g = config.colors.background.rgba >>> 16 & 0xFF;
const b = config.colors.background.rgba >>> 8 & 0xFF;
clearColor(charAtlasImageData, r, g, b);
clearColor(charAtlasImageData, config.colors.background);
return context.createImageBitmap(charAtlasImageData);
}
@@ -111,7 +109,10 @@ export function generateCharAtlas(context: Window, canvasFactory: (width: number
/**
* Makes a partiicular rgb color in an ImageData completely transparent.
*/
function clearColor(imageData: ImageData, r: number, g: number, b: number): void {
export function clearColor(imageData: ImageData, color: IColor): void {
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 &&
+1 -1
View File
@@ -9,7 +9,7 @@ import { IColorSet } from '../Types';
export const CHAR_ATLAS_CELL_SPACING = 1;
export interface ICharAtlasConfig {
type: 'none' | 'static';
type: 'none' | 'static' | 'dynamic';
devicePixelRatio: number;
fontSize: number;
fontFamily: string;
+8 -1
View File
@@ -2,7 +2,14 @@
"compilerOptions": {
"module": "commonjs",
"target": "es5",
"lib": ["DOM", "ES5", "ScriptHost", "ES2015.Promise"],
"lib": [
"DOM",
"ES5",
"ScriptHost",
"ES2015.Promise",
"ES2015.Collection",
"ES2015.Iterable"
],
"rootDir": "src",
"outDir": "lib",
"sourceMap": true,
+5 -1
View File
@@ -69,11 +69,15 @@ declare module 'xterm' {
* - 'none': Don't use an atlas.
* - 'static': Generate an atlas when the terminal starts or is reconfigured. This atlas will
* only contain ASCII characters in 16 colors.
* - 'dynamic': Generate an atlas using a LRU cache as characters are requested. Limited to
* ASCII characters (for now), but supports 256 colors. For characters covered by the static
* cache, it's slightly slower in comparison, since there's more overhead involved in
* managing the cache.
*
* Currently defaults to 'static'. This option may be removed in the future. If it is, passed
* parameters will be ignored.
*/
experimentalCharAtlas?: 'none' | 'static';
experimentalCharAtlas?: 'none' | 'static' | 'dynamic';
/**
* The font size used to render text.