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fullFileRenderStrategy.ts
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fullFileRenderStrategy.ts
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/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
import { getActiveWindow } from 'vs/base/browser/dom';
import { Disposable } from 'vs/base/common/lifecycle';
import type { ITextureAtlasPageGlyph } from 'vs/editor/browser/gpu/atlas/atlas';
import { TextureAtlas } from 'vs/editor/browser/gpu/atlas/textureAtlas';
import { BindingId, type IGpuRenderStrategy } from 'vs/editor/browser/gpu/gpu';
import { GPULifecycle } from 'vs/editor/browser/gpu/gpuDisposable';
import { quadVertices } from 'vs/editor/browser/gpu/gpuUtils';
import { GlyphRasterizer } from 'vs/editor/browser/gpu/raster/glyphRasterizer';
import type { ViewLineOptions } from 'vs/editor/browser/viewParts/lines/viewLineOptions';
import { EditorOption } from 'vs/editor/common/config/editorOptions';
import type { IViewLineTokens } from 'vs/editor/common/tokens/lineTokens';
import { ViewportData } from 'vs/editor/common/viewLayout/viewLinesViewportData';
import type { ViewLineRenderingData } from 'vs/editor/common/viewModel';
import type { ViewContext } from 'vs/editor/common/viewModel/viewContext';
const enum Constants {
IndicesPerCell = 6,
}
const fullFileRenderStrategyWgsl = /*wgsl*/`
struct GlyphInfo {
position: vec2f,
size: vec2f,
origin: vec2f,
};
struct Vertex {
@location(0) position: vec2f,
};
struct Cell {
position: vec2f,
unused1: vec2f,
glyphIndex: f32,
textureIndex: f32
};
struct LayoutInfo {
canvasDims: vec2f,
viewportOffset: vec2f,
viewportDims: vec2f,
}
struct ScrollOffset {
offset: vec2f
}
struct VSOutput {
@builtin(position) position: vec4f,
@location(1) layerIndex: f32,
@location(0) texcoord: vec2f,
};
// Uniforms
@group(0) @binding(${BindingId.ViewportUniform}) var<uniform> layoutInfo: LayoutInfo;
@group(0) @binding(${BindingId.AtlasDimensionsUniform}) var<uniform> atlasDims: vec2f;
@group(0) @binding(${BindingId.ScrollOffset}) var<uniform> scrollOffset: ScrollOffset;
// Storage buffers
@group(0) @binding(${BindingId.GlyphInfo0}) var<storage, read> glyphInfo0: array<GlyphInfo>;
@group(0) @binding(${BindingId.GlyphInfo1}) var<storage, read> glyphInfo1: array<GlyphInfo>;
@group(0) @binding(${BindingId.Cells}) var<storage, read> cells: array<Cell>;
@vertex fn vs(
vert: Vertex,
@builtin(instance_index) instanceIndex: u32,
@builtin(vertex_index) vertexIndex : u32
) -> VSOutput {
let cell = cells[instanceIndex];
// TODO: Is there a nicer way to init this?
var glyph = glyphInfo0[0];
let glyphIndex = u32(cell.glyphIndex);
if (u32(cell.textureIndex) == 0) {
glyph = glyphInfo0[glyphIndex];
} else {
glyph = glyphInfo1[glyphIndex];
}
var vsOut: VSOutput;
// Multiple vert.position by 2,-2 to get it into clipspace which ranged from -1 to 1
vsOut.position = vec4f(
// TODO: Fix hacky scroll offset which moves the text beside the line numbers
(((vert.position * vec2f(2, -2)) / layoutInfo.canvasDims)) * glyph.size + cell.position + ((glyph.origin * vec2f(2, -2)) / layoutInfo.canvasDims) + (((scrollOffset.offset + layoutInfo.viewportOffset) * 2) / layoutInfo.canvasDims),
0.0,
1.0
);
vsOut.layerIndex = cell.textureIndex;
// Textures are flipped from natural direction on the y-axis, so flip it back
vsOut.texcoord = vert.position;
vsOut.texcoord = (
// Glyph offset (0-1)
(glyph.position / atlasDims) +
// Glyph coordinate (0-1)
(vsOut.texcoord * (glyph.size / atlasDims))
);
return vsOut;
}
@group(0) @binding(${BindingId.TextureSampler}) var ourSampler: sampler;
@group(0) @binding(${BindingId.Texture}) var ourTexture: texture_2d_array<f32>;
@fragment fn fs(vsOut: VSOutput) -> @location(0) vec4f {
return textureSample(ourTexture, ourSampler, vsOut.texcoord, u32(vsOut.layerIndex));
}
`;
const enum CellBufferInfo {
FloatsPerEntry = 6,
BytesPerEntry = CellBufferInfo.FloatsPerEntry * 4,
Offset_X = 0,
Offset_Y = 1,
Offset_Unused1 = 2,
Offset_Unused2 = 3,
GlyphIndex = 4,
TextureIndex = 5,
}
export class FullFileRenderStrategy extends Disposable implements IGpuRenderStrategy {
private static _lineCount = 3000;
private static _columnCount = 200;
readonly wgsl: string = fullFileRenderStrategyWgsl;
private readonly _glyphRasterizer: GlyphRasterizer;
private _cellBindBuffer!: GPUBuffer;
/**
* The cell value buffers, these hold the cells and their glyphs. It's double buffers such that
* the thread doesn't block when one is being uploaded to the GPU.
*/
private _cellValueBuffers!: [ArrayBuffer, ArrayBuffer];
private _activeDoubleBufferIndex: 0 | 1 = 0;
private readonly _upToDateLines: [Set<number>, Set<number>] = [new Set(), new Set()];
private _visibleObjectCount: number = 0;
private _scrollOffsetBindBuffer!: GPUBuffer;
private _scrollOffsetValueBuffers!: [Float32Array, Float32Array];
get bindGroupEntries(): GPUBindGroupEntry[] {
return [
{ binding: BindingId.Cells, resource: { buffer: this._cellBindBuffer } },
{ binding: BindingId.ScrollOffset, resource: { buffer: this._scrollOffsetBindBuffer } }
];
}
constructor(
private readonly _context: ViewContext,
private readonly _device: GPUDevice,
private readonly _canvas: HTMLCanvasElement,
private readonly _atlas: TextureAtlas,
) {
super();
// TODO: Detect when lines have been tokenized and clear _upToDateLines
const activeWindow = getActiveWindow();
const fontFamily = this._context.configuration.options.get(EditorOption.fontFamily);
const fontSize = Math.ceil(this._context.configuration.options.get(EditorOption.fontSize) * activeWindow.devicePixelRatio);
this._glyphRasterizer = this._register(new GlyphRasterizer(fontSize, fontFamily));
const bufferSize = FullFileRenderStrategy._lineCount * FullFileRenderStrategy._columnCount * Constants.IndicesPerCell * Float32Array.BYTES_PER_ELEMENT;
this._cellBindBuffer = this._register(GPULifecycle.createBuffer(this._device, {
label: 'Monaco full file cell buffer',
size: bufferSize,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
})).object;
this._cellValueBuffers = [
new ArrayBuffer(bufferSize),
new ArrayBuffer(bufferSize),
];
const scrollOffsetBufferSize = 2;
this._scrollOffsetBindBuffer = this._register(GPULifecycle.createBuffer(this._device, {
label: 'Monaco scroll offset buffer',
size: scrollOffsetBufferSize * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
})).object;
this._scrollOffsetValueBuffers = [
new Float32Array(scrollOffsetBufferSize),
new Float32Array(scrollOffsetBufferSize),
];
}
update(viewportData: ViewportData, viewLineOptions: ViewLineOptions): number {
// Pre-allocate variables to be shared within the loop - don't trust the JIT compiler to do
// this optimization to avoid additional blocking time in garbage collector
let chars = '';
let y = 0;
let x = 0;
let screenAbsoluteX = 0;
let screenAbsoluteY = 0;
let zeroToOneX = 0;
let zeroToOneY = 0;
let wgslX = 0;
let wgslY = 0;
let xOffset = 0;
let glyph: Readonly<ITextureAtlasPageGlyph>;
let cellIndex = 0;
let tokenStartIndex = 0;
let tokenEndIndex = 0;
let tokenMetadata = 0;
let lineData: ViewLineRenderingData;
let content: string = '';
let fillStartIndex = 0;
let fillEndIndex = 0;
let tokens: IViewLineTokens;
const activeWindow = getActiveWindow();
// Update scroll offset
const scrollTop = this._context.viewLayout.getCurrentScrollTop() * activeWindow.devicePixelRatio;
const scrollOffsetBuffer = this._scrollOffsetValueBuffers[this._activeDoubleBufferIndex];
scrollOffsetBuffer[1] = scrollTop;
this._device.queue.writeBuffer(this._scrollOffsetBindBuffer, 0, scrollOffsetBuffer);
// Update cell data
const cellBuffer = new Float32Array(this._cellValueBuffers[this._activeDoubleBufferIndex]);
const lineIndexCount = FullFileRenderStrategy._columnCount * Constants.IndicesPerCell;
const upToDateLines = this._upToDateLines[this._activeDoubleBufferIndex];
let dirtyLineStart = Number.MAX_SAFE_INTEGER;
let dirtyLineEnd = 0;
// const theme = this._themeService.getColorTheme() as ColorThemeData;
// const tokenStyle = theme.getTokenStyleMetadata(type, modifiers, defaultLanguage, true, definitions);
for (y = viewportData.startLineNumber; y <= viewportData.endLineNumber; y++) {
// TODO: Update on dirty lines; is this known by line before rendering?
// if (upToDateLines.has(y)) {
// continue;
// }
dirtyLineStart = Math.min(dirtyLineStart, y);
dirtyLineEnd = Math.max(dirtyLineEnd, y);
lineData = viewportData.getViewLineRenderingData(y);
content = lineData.content;
xOffset = 0;
// TODO: Handle colors via viewLineRenderingData.tokens
// console.log(lineData.tokens);
// console.log('fg');
// for (let i = 0; i < lineData.tokens.getCount(); i++) {
// console.log(` ${lineData.tokens.getForeground(i)}`);
// }
// See ViewLine#renderLine
// const renderLineInput = new RenderLineInput(
// options.useMonospaceOptimizations,
// options.canUseHalfwidthRightwardsArrow,
// lineData.content,
// lineData.continuesWithWrappedLine,
// lineData.isBasicASCII,
// lineData.containsRTL,
// lineData.minColumn - 1,
// lineData.tokens,
// actualInlineDecorations,
// lineData.tabSize,
// lineData.startVisibleColumn,
// options.spaceWidth,
// options.middotWidth,
// options.wsmiddotWidth,
// options.stopRenderingLineAfter,
// options.renderWhitespace,
// options.renderControlCharacters,
// options.fontLigatures !== EditorFontLigatures.OFF,
// selectionsOnLine
// );
tokens = lineData.tokens;
tokenStartIndex = lineData.minColumn - 1;
tokenEndIndex = 0;
for (let tokenIndex = 0, tokensLen = tokens.getCount(); tokenIndex < tokensLen; tokenIndex++) {
tokenEndIndex = tokens.getEndOffset(tokenIndex);
if (tokenEndIndex <= tokenStartIndex) {
// The faux indent part of the line should have no token type
continue;
}
tokenMetadata = tokens.getMetadata(tokenIndex);
// console.log(`token: start=${tokenStartIndex}, end=${tokenEndIndex}, fg=${colorMap[tokenFg]}`);
for (x = tokenStartIndex; x < tokenEndIndex; x++) {
// HACK: Prevent rendering past the end of the render buffer
// TODO: This needs to move to a dynamic long line rendering strategy
if (x > FullFileRenderStrategy._columnCount) {
break;
}
chars = content.charAt(x);
if (chars === ' ') {
continue;
}
if (chars === '\t') {
// TODO: Pull actual tab size
xOffset += 3;
continue;
}
glyph = this._atlas.getGlyph(this._glyphRasterizer, chars, tokenMetadata);
// TODO: Support non-standard character widths
screenAbsoluteX = Math.round((x + xOffset) * viewLineOptions.spaceWidth * activeWindow.devicePixelRatio);
screenAbsoluteY = (
Math.ceil((
// Top of line including line height
viewportData.relativeVerticalOffset[y - viewportData.startLineNumber] +
// Delta to top of line after line height
Math.floor((viewportData.lineHeight - this._context.configuration.options.get(EditorOption.fontSize)) / 2)
) * activeWindow.devicePixelRatio)
);
zeroToOneX = screenAbsoluteX / this._canvas.width;
zeroToOneY = screenAbsoluteY / this._canvas.height;
wgslX = zeroToOneX * 2 - 1;
wgslY = zeroToOneY * 2 - 1;
cellIndex = ((y - 1) * FullFileRenderStrategy._columnCount + (x + xOffset)) * Constants.IndicesPerCell;
cellBuffer[cellIndex + CellBufferInfo.Offset_X] = wgslX;
cellBuffer[cellIndex + CellBufferInfo.Offset_Y] = -wgslY;
cellBuffer[cellIndex + CellBufferInfo.GlyphIndex] = glyph.glyphIndex;
cellBuffer[cellIndex + CellBufferInfo.TextureIndex] = glyph.pageIndex;
}
tokenStartIndex = tokenEndIndex;
}
// Clear to end of line
fillStartIndex = ((y - 1) * FullFileRenderStrategy._columnCount + (tokenEndIndex + xOffset)) * Constants.IndicesPerCell;
fillEndIndex = (y * FullFileRenderStrategy._columnCount) * Constants.IndicesPerCell;
cellBuffer.fill(0, fillStartIndex, fillEndIndex);
upToDateLines.add(y);
}
const visibleObjectCount = (viewportData.endLineNumber - viewportData.startLineNumber + 1) * lineIndexCount;
// Only write when there is changed data
if (dirtyLineStart <= dirtyLineEnd) {
// Write buffer and swap it out to unblock writes
this._device.queue.writeBuffer(
this._cellBindBuffer,
(dirtyLineStart - 1) * lineIndexCount * Float32Array.BYTES_PER_ELEMENT,
// TODO: this cell buffer actually only needs to be the size of the viewport if we are only uploading a range
// at the maximum each frame
cellBuffer.buffer,
(dirtyLineStart - 1) * lineIndexCount * Float32Array.BYTES_PER_ELEMENT,
(dirtyLineEnd - dirtyLineStart + 1) * lineIndexCount * Float32Array.BYTES_PER_ELEMENT
);
}
// HACK: Replace entire buffer for testing purposes
// this._device.queue.writeBuffer(
// this._cellBindBuffer,
// 0,
// cellBuffer
// );
this._activeDoubleBufferIndex = this._activeDoubleBufferIndex ? 0 : 1;
this._visibleObjectCount = visibleObjectCount;
return visibleObjectCount;
}
draw(pass: GPURenderPassEncoder, viewportData: ViewportData): void {
if (this._visibleObjectCount <= 0) {
console.error('Attempt to draw 0 objects');
} else {
pass.draw(
quadVertices.length / 2,
this._visibleObjectCount,
undefined,
(viewportData.startLineNumber - 1) * FullFileRenderStrategy._columnCount
);
}
}
}