Optimize gc in rectangle renderer

This commit is contained in:
Daniel Imms
2022-08-28 09:20:24 -07:00
parent 4a50ca81c6
commit 3b4ecd0709
@@ -59,6 +59,18 @@ const BYTES_PER_RECTANGLE = INDICES_PER_RECTANGLE * Float32Array.BYTES_PER_ELEME
const INITIAL_BUFFER_RECTANGLE_CAPACITY = 20 * INDICES_PER_RECTANGLE;
/** Work variables to avoid garbage collection. */
const w: { rgba: number, isDefault: boolean, x1: number, y1: number, r: number, g: number, b: number, a: number } = {
rgba: 0,
isDefault: false,
x1: 0,
y1: 0,
r: 0,
g: 0,
b: 0,
a: 0
};
export class RectangleRenderer extends Disposable {
private _program: WebGLProgram;
@@ -174,22 +186,34 @@ export class RectangleRenderer extends Disposable {
const terminal = this._terminal;
const vertices = this._vertices;
// Declare variable ahead of time to avoid garbage collection
let rectangleCount = 1;
let y: number;
let x: number;
let currentStartX: number;
let currentBg: number;
let currentFg: number;
let currentInverse: boolean;
let modelIndex: number;
let bg: number;
let fg: number;
let inverse: boolean;
let offset: number;
for (let y = 0; y < terminal.rows; y++) {
let currentStartX = -1;
let currentBg = 0;
let currentFg = 0;
let currentInverse = false;
for (let x = 0; x < terminal.cols; x++) {
const modelIndex = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
const bg = model.cells[modelIndex + RENDER_MODEL_BG_OFFSET];
const fg = model.cells[modelIndex + RENDER_MODEL_FG_OFFSET];
const inverse = !!(fg & FgFlags.INVERSE);
for (y = 0; y < terminal.rows; y++) {
currentStartX = -1;
currentBg = 0;
currentFg = 0;
currentInverse = false;
for (x = 0; x < terminal.cols; x++) {
modelIndex = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
bg = model.cells[modelIndex + RENDER_MODEL_BG_OFFSET];
fg = model.cells[modelIndex + RENDER_MODEL_FG_OFFSET];
inverse = !!(fg & FgFlags.INVERSE);
if (bg !== currentBg || (fg !== currentFg && (currentInverse || inverse))) {
// A rectangle needs to be drawn if going from non-default to another color
if (currentBg !== 0 || (currentInverse && currentFg !== 0)) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentFg, currentBg, currentStartX, x, y);
}
currentStartX = x;
@@ -200,7 +224,7 @@ export class RectangleRenderer extends Disposable {
}
// Finish rectangle if it's still going
if (currentBg !== 0 || (currentInverse && currentFg !== 0)) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentFg, currentBg, currentStartX, terminal.cols, y);
}
}
@@ -208,48 +232,47 @@ export class RectangleRenderer extends Disposable {
}
private _updateRectangle(vertices: IVertices, offset: number, fg: number, bg: number, startX: number, endX: number, y: number): void {
let rgba: number | undefined;
let isDefault = false;
w.isDefault = false;
if (fg & FgFlags.INVERSE) {
switch (fg & Attributes.CM_MASK) {
case Attributes.CM_P16:
case Attributes.CM_P256:
rgba = this._colors.ansi[fg & Attributes.PCOLOR_MASK].rgba;
w.rgba = this._colors.ansi[fg & Attributes.PCOLOR_MASK].rgba;
break;
case Attributes.CM_RGB:
rgba = (fg & Attributes.RGB_MASK) << 8;
w.rgba = (fg & Attributes.RGB_MASK) << 8;
break;
case Attributes.CM_DEFAULT:
default:
rgba = this._colors.foreground.rgba;
w.rgba = this._colors.foreground.rgba;
}
} else {
switch (bg & Attributes.CM_MASK) {
case Attributes.CM_P16:
case Attributes.CM_P256:
rgba = this._colors.ansi[bg & Attributes.PCOLOR_MASK].rgba;
w.rgba = this._colors.ansi[bg & Attributes.PCOLOR_MASK].rgba;
break;
case Attributes.CM_RGB:
rgba = (bg & Attributes.RGB_MASK) << 8;
w.rgba = (bg & Attributes.RGB_MASK) << 8;
break;
case Attributes.CM_DEFAULT:
default:
rgba = this._colors.background.rgba;
isDefault = true;
w.rgba = this._colors.background.rgba;
w.isDefault = true;
}
}
if (vertices.attributes.length < offset + 4) {
vertices.attributes = expandFloat32Array(vertices.attributes, this._terminal.rows * this._terminal.cols * INDICES_PER_RECTANGLE);
}
const x1 = startX * this._dimensions.scaledCellWidth;
const y1 = y * this._dimensions.scaledCellHeight;
const r = ((rgba >> 24) & 0xFF) / 255;
const g = ((rgba >> 16) & 0xFF) / 255;
const b = ((rgba >> 8 ) & 0xFF) / 255;
const a = (!isDefault && bg & BgFlags.DIM) ? DIM_OPACITY : 1;
w.x1 = startX * this._dimensions.scaledCellWidth;
w.y1 = y * this._dimensions.scaledCellHeight;
w.r = ((w.rgba >> 24) & 0xFF) / 255;
w.g = ((w.rgba >> 16) & 0xFF) / 255;
w.b = ((w.rgba >> 8 ) & 0xFF) / 255;
w.a = (!w.isDefault && bg & BgFlags.DIM) ? DIM_OPACITY : 1;
this._addRectangle(vertices.attributes, offset, x1, y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, r, g, b, a);
this._addRectangle(vertices.attributes, offset, w.x1, w.y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, w.r, w.g, w.b, w.a);
}
private _addRectangle(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, r: number, g: number, b: number, a: number): void {