Merge pull request #4182 from Tyriar/delete_canvas_atlas

Remove the canvas char atlas
This commit is contained in:
Daniel Imms
2022-10-07 16:32:51 -07:00
committed by GitHub
6 changed files with 1 additions and 725 deletions
@@ -3,6 +3,7 @@
* @license MIT
*/
import { removeTerminalFromCache } from 'browser/renderer/shared/CharAtlasCache';
import { observeDevicePixelDimensions } from 'browser/renderer/shared/DevicePixelObserver';
import { IRenderDimensions, IRenderer, IRequestRedrawEvent } from 'browser/renderer/shared/Types';
import { ICharacterJoinerService, ICharSizeService, ICoreBrowserService } from 'browser/services/Services';
@@ -11,7 +12,6 @@ import { EventEmitter } from 'common/EventEmitter';
import { Disposable } from 'common/Lifecycle';
import { IBufferService, ICoreService, IDecorationService, IOptionsService } from 'common/services/Services';
import { Terminal } from 'xterm';
import { removeTerminalFromCache } from './atlas/CharAtlasCache';
import { CursorRenderLayer } from './CursorRenderLayer';
import { LinkRenderLayer } from './LinkRenderLayer';
import { SelectionRenderLayer } from './SelectionRenderLayer';
@@ -1,410 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { DIM_OPACITY, INVERTED_DEFAULT_COLOR, TEXT_BASELINE } from 'browser/renderer/shared/Constants';
import { IGlyphIdentifier } from './Types';
import { DEFAULT_ANSI_COLORS } from 'browser/ColorManager';
import { LRUMap } from './LRUMap';
import { isFirefox, isSafari } from 'common/Platform';
import { IColor } from 'common/Types';
import { throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
import { color, NULL_COLOR } from 'common/Color';
import { ICharAtlasConfig } from 'browser/renderer/shared/Types';
// 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;
// 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 CanvasCharAtlas {
// 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<IGlyphCacheValue>;
// The texture that the atlas is drawn to
private _cacheCanvas: HTMLCanvasElement;
public get cacheCanvas(): HTMLCanvasElement { return this._cacheCanvas; }
private _cacheCtx: CanvasRenderingContext2D;
private _didWarmUp: boolean = false;
// 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) {
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,
willReadFrequently: true
}));
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;
}
}
/**
* Perform any work needed to warm the cache before it can be used. May be called multiple times.
* Implement _doWarmUp instead if you only want to get called once.
*/
public warmUp(): void {
if (!this._didWarmUp) {
this._doWarmUp();
this._didWarmUp = true;
}
}
/**
* Perform any work needed to warm the cache before it can be used. Used by the default
* implementation of warmUp(), and will only be called once.
*/
private _doWarmUp(): void { }
public beginFrame(): void {
this._drawToCacheCount = 0;
}
public clear(): void {
if (this._cacheMap.size > 0) {
const capacity = this._width * this._height;
this._cacheMap = new LRUMap(capacity);
this._cacheMap.prealloc(capacity);
}
this._cacheCtx.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
this._tmpCtx.clearRect(0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight);
}
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;
}
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 NULL_COLOR;
}
let result: IColor;
if (glyph.bg === INVERTED_DEFAULT_COLOR) {
result = this._config.colors.foreground;
} else if (glyph.bg < 256) {
result = this._getColorFromAnsiIndex(glyph.bg);
} else {
result = this._config.colors.background;
}
if (glyph.dim) {
result = color.blend(this._config.colors.background, color.multiplyOpacity(result, 0.5));
}
return result;
}
private _getForegroundColor(glyph: IGlyphIdentifier): IColor {
if (glyph.fg === INVERTED_DEFAULT_COLOR) {
return color.opaque(this._config.colors.background);
}
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 = TEXT_BASELINE;
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);
// clear the background from the character to avoid issues with drawing over the previous
// character if it extends past it's bounds
let imageData = this._tmpCtx.getImageData(
0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight
);
let isEmpty = false;
if (!this._config.allowTransparency) {
isEmpty = clearColor(imageData, backgroundColor);
}
// If this charcater is underscore and empty, shift it up until it is visible, try for a maximum
// of 5 pixels.
if (isEmpty && glyph.chars === '_' && !this._config.allowTransparency) {
for (let offset = 1; offset <= 5; offset++) {
// Draw the character
this._tmpCtx.fillText(glyph.chars, 0, this._config.scaledCharHeight - offset);
// clear the background from the character to avoid issues with drawing over the previous
// character if it extends past it's bounds
imageData = this._tmpCtx.getImageData(
0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight
);
isEmpty = clearColor(imageData, backgroundColor);
if (!isEmpty) {
break;
}
}
}
this._tmpCtx.restore();
// 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;
}
}
/**
* Makes a particular rgb color and colors that are nearly the same 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 (Math.abs(imageData.data[offset] - r) +
Math.abs(imageData.data[offset + 1] - g) +
Math.abs(imageData.data[offset + 2] - b) < 35) {
imageData.data[offset + 3] = 0;
} else {
isEmpty = false;
}
}
return isEmpty;
}
@@ -1,96 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { generateConfig, configEquals } from 'browser/renderer/shared/CharAtlasUtils';
import { CanvasCharAtlas } from './CanvasCharAtlas';
import { IColorSet } from 'browser/Types';
import { Terminal } from 'xterm';
import { ICharAtlasConfig } from 'browser/renderer/shared/Types';
interface ICharAtlasCacheEntry {
atlas: CanvasCharAtlas;
config: ICharAtlasConfig;
// N.B. This implementation potentially holds onto copies of the terminal forever, so
// this may cause memory leaks.
ownedBy: Terminal[];
}
const charAtlasCache: ICharAtlasCacheEntry[] = [];
/**
* Acquires a char atlas, either generating a new one or returning an existing
* one that is in use by another terminal.
*/
export function acquireCharAtlas(
terminal: Terminal,
colors: IColorSet,
scaledCellWidth: number,
scaledCellHeight: number,
scaledCharWidth: number,
scaledCharHeight: number,
devicePixelRatio: number
): CanvasCharAtlas {
const newConfig = generateConfig(scaledCellWidth, scaledCellHeight, scaledCharWidth, scaledCharHeight, terminal, colors, devicePixelRatio);
// Check to see if the renderer already owns this config
for (let i = 0; i < charAtlasCache.length; i++) {
const entry = charAtlasCache[i];
const ownedByIndex = entry.ownedBy.indexOf(terminal);
if (ownedByIndex >= 0) {
if (configEquals(entry.config, newConfig)) {
return entry.atlas;
}
// The configs differ, release the renderer from the entry
if (entry.ownedBy.length === 1) {
entry.atlas.dispose();
charAtlasCache.splice(i, 1);
} else {
entry.ownedBy.splice(ownedByIndex, 1);
}
break;
}
}
// Try match a char atlas from the cache
for (let i = 0; i < charAtlasCache.length; i++) {
const entry = charAtlasCache[i];
if (configEquals(entry.config, newConfig)) {
// Add the renderer to the cache entry and return
entry.ownedBy.push(terminal);
return entry.atlas;
}
}
const newEntry: ICharAtlasCacheEntry = {
atlas: new CanvasCharAtlas(
document,
newConfig
),
config: newConfig,
ownedBy: [terminal]
};
charAtlasCache.push(newEntry);
return newEntry.atlas;
}
/**
* Removes a terminal reference from the cache, allowing its memory to be freed.
*/
export function removeTerminalFromCache(terminal: Terminal): void {
for (let i = 0; i < charAtlasCache.length; i++) {
const index = charAtlasCache[i].ownedBy.indexOf(terminal);
if (index !== -1) {
if (charAtlasCache[i].ownedBy.length === 1) {
// Remove the cache entry if it's the only renderer
charAtlasCache[i].atlas.dispose();
charAtlasCache.splice(i, 1);
} else {
// Remove the reference from the cache entry
charAtlasCache[i].ownedBy.splice(index, 1);
}
break;
}
}
}
@@ -1,65 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { assert } from 'chai';
import { LRUMap } from './LRUMap';
describe('LRUMap', () => {
it('can be used to store and retrieve values', () => {
const map = new LRUMap(10);
map.set(1, 'valuea');
map.set(2, 'valueb');
map.set(3, 'valuec');
assert.strictEqual(map.get(1), 'valuea');
assert.strictEqual(map.get(2), 'valueb');
assert.strictEqual(map.get(3), 'valuec');
});
it('maintains a size from insertions', () => {
const map = new LRUMap(10);
assert.strictEqual(map.size, 0);
map.set(1, 'value');
assert.strictEqual(map.size, 1);
map.set(2, 'value');
assert.strictEqual(map.size, 2);
});
it('deletes the oldest entry when the capacity is exceeded', () => {
const map = new LRUMap(4);
map.set(1, 'value');
map.set(2, 'value');
map.set(3, 'value');
map.set(4, 'value');
map.set(5, 'value');
assert.isNull(map.get(1));
assert.isNotNull(map.get(2));
assert.isNotNull(map.get(3));
assert.isNotNull(map.get(4));
assert.isNotNull(map.get(5));
assert.strictEqual(map.size, 4);
});
it('prevents a recently accessed entry from getting deleted', () => {
const map = new LRUMap(2);
map.set(1, 'value');
map.set(2, 'value');
map.get(1);
// a would normally get deleted here, except that we called get()
map.set(3, 'value');
assert.isNotNull(map.get(1));
// b got deleted instead of a
assert.isNull(map.get(2));
assert.isNotNull(map.get(3));
});
it('supports mutation', () => {
const map = new LRUMap(10);
map.set(1, 'oldvalue');
map.set(1, 'newvalue');
// mutation doesn't change the size
assert.strictEqual(map.size, 1);
assert.strictEqual(map.get(1), 'newvalue');
});
});
@@ -1,136 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
interface ILinkedListNode<T> {
prev: ILinkedListNode<T> | null;
next: ILinkedListNode<T> | null;
key: number | null;
value: T | null;
}
export class LRUMap<T> {
private _map: { [key: number]: ILinkedListNode<T> } = {};
private _head: ILinkedListNode<T> | null = null;
private _tail: ILinkedListNode<T> | null = null;
private _nodePool: ILinkedListNode<T>[] = [];
public size: number = 0;
constructor(public capacity: number) { }
private _unlinkNode(node: ILinkedListNode<T>): void {
const prev = node.prev;
const next = node.next;
if (node === this._head) {
this._head = next;
}
if (node === this._tail) {
this._tail = prev;
}
if (prev !== null) {
prev.next = next;
}
if (next !== null) {
next.prev = prev;
}
}
private _appendNode(node: ILinkedListNode<T>): void {
const tail = this._tail;
if (tail !== null) {
tail.next = node;
}
node.prev = tail;
node.next = null;
this._tail = node;
if (this._head === null) {
this._head = node;
}
}
/**
* Preallocate a bunch of linked-list nodes. Allocating these nodes ahead of time means that
* they're more likely to live next to each other in memory, which seems to improve performance.
*
* Each empty object only consumes about 60 bytes of memory, so this is pretty cheap, even for
* large maps.
*/
public prealloc(count: number): void {
const nodePool = this._nodePool;
for (let i = 0; i < count; i++) {
nodePool.push({
prev: null,
next: null,
key: null,
value: null
});
}
}
public get(key: number): T | null {
// This is unsafe: We're assuming our keyspace doesn't overlap with Object.prototype. However,
// it's faster than calling hasOwnProperty, and in our case, it would never overlap.
const node = this._map[key];
if (node !== undefined) {
this._unlinkNode(node);
this._appendNode(node);
return node.value;
}
return null;
}
/**
* Gets a value from a key without marking it as the most recently used item.
*/
public peekValue(key: number): T | null {
const node = this._map[key];
if (node !== undefined) {
return node.value;
}
return null;
}
public peek(): T | null {
const head = this._head;
return head === null ? null : head.value;
}
public set(key: number, value: T): void {
// This is unsafe: See note above.
let node = this._map[key];
if (node !== undefined) {
// already exists, we just need to mutate it and move it to the end of the list
node = this._map[key];
this._unlinkNode(node);
node.value = value;
} else if (this.size >= this.capacity) {
// we're out of space: recycle the head node, move it to the tail
node = this._head!;
this._unlinkNode(node);
delete this._map[node.key!];
node.key = key;
node.value = value;
this._map[key] = node;
} else {
// make a new element
const nodePool = this._nodePool;
if (nodePool.length > 0) {
// use a preallocated node if we can
node = nodePool.pop()!;
node.key = key;
node.value = value;
} else {
node = {
prev: null,
next: null,
key,
value
};
}
this._map[key] = node;
this.size++;
}
this._appendNode(node);
}
}
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@@ -1,17 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { FontWeight } from 'common/services/Services';
import { IPartialColorSet } from 'browser/Types';
export interface IGlyphIdentifier {
chars: string;
code: number;
bg: number;
fg: number;
bold: boolean;
dim: boolean;
italic: boolean;
}