fix: image appearing over alternate screen
This commit is contained in:
+121
-67
@@ -4,7 +4,7 @@
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//! supporting the Kitty Graphics Protocol for inline image display.
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use std::collections::HashMap;
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use crate::gpu_types::ImageUniforms;
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use crate::gpu_types::{ImageUniforms, PaneId};
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use crate::graphics::{ImageData, ImagePlacement, ImageStorage};
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// ═══════════════════════════════════════════════════════════════════════════════
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@@ -15,7 +15,6 @@ use crate::graphics::{ImageData, ImagePlacement, ImageStorage};
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pub struct GpuImage {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub uniform_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub width: u32,
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pub height: u32,
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@@ -28,14 +27,23 @@ pub struct GpuImage {
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/// Manages GPU resources for image rendering.
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/// Handles uploading, caching, and preparing images for rendering.
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pub struct ImageRenderer {
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/// Bind group layout for image rendering.
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bind_group_layout: wgpu::BindGroupLayout,
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/// Bind group layout for uniforms.
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uniform_layout: wgpu::BindGroupLayout,
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/// Bind group layout for textures.
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texture_layout: wgpu::BindGroupLayout,
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/// Sampler for image textures.
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sampler: wgpu::Sampler,
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/// Cached GPU textures for images, keyed by image ID.
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textures: HashMap<u32, GpuImage>,
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/// Cached GPU textures for images, keyed by (pane_id, image_id).
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textures: HashMap<(PaneId, u32), GpuImage>,
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/// Global uniform buffer for image renders.
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pub uniform_buffer: wgpu::Buffer,
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/// Bind group for image uniforms.
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uniform_bind_group: wgpu::BindGroup,
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/// Minimum offset alignment for uniform buffers.
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pub alignment: u64,
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}
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impl ImageRenderer {
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/// Create a new ImageRenderer with the necessary GPU resources.
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pub fn new(device: &wgpu::Device) -> Self {
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@@ -51,20 +59,25 @@ impl ImageRenderer {
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..Default::default()
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});
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// Create bind group layout for images
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Image Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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// Create bind group layout for uniforms (binding 0)
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let uniform_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Image Uniform Layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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// Create bind group layout for textures (binding 1, 2)
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let texture_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Image Texture Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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@@ -84,31 +97,71 @@ impl ImageRenderer {
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],
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});
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// Create a large uniform buffer for all image renders in a frame
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// Max 256 images per frame (65536 / 256)
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let buffer_size = 65536;
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Image Uniform Buffer"),
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size: buffer_size,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Create the uniform bind group
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Image Uniform Bind Group"),
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layout: &uniform_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &uniform_buffer,
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offset: 0,
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size: std::num::NonZeroU64::new(std::mem::size_of::<ImageUniforms>() as u64),
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}),
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}],
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});
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let alignment = device.limits().min_uniform_buffer_offset_alignment as u64;
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Self {
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bind_group_layout,
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uniform_layout,
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texture_layout,
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sampler,
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textures: HashMap::new(),
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uniform_buffer,
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uniform_bind_group,
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alignment,
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}
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}
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/// Get the bind group layout for creating the image pipeline.
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pub fn bind_group_layout(&self) -> &wgpu::BindGroupLayout {
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&self.bind_group_layout
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/// Get the uniform bind group layout.
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pub fn uniform_layout(&self) -> &wgpu::BindGroupLayout {
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&self.uniform_layout
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}
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/// Get the texture bind group layout.
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pub fn texture_layout(&self) -> &wgpu::BindGroupLayout {
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&self.texture_layout
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}
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/// Get the uniform bind group.
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pub fn uniform_bind_group(&self) -> &wgpu::BindGroup {
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&self.uniform_bind_group
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}
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/// Get a GPU image by ID.
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pub fn get(&self, image_id: &u32) -> Option<&GpuImage> {
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self.textures.get(image_id)
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pub fn get(&self, pane_id: PaneId, image_id: &u32) -> Option<&GpuImage> {
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self.textures.get(&(pane_id, *image_id))
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}
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/// Upload an image to the GPU, creating or updating its texture.
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pub fn upload_image(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, image: &ImageData) {
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log::debug!("upload_image: id={}, width={}, height={}, data_len={}", image.id, image.width, image.height, image.data.len());
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pub fn upload_image(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, pane_id: PaneId, image: &ImageData) {
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log::debug!("upload_image: pane_id={:?}, id={}, width={}, height={}, data_len={}", pane_id, image.id, image.width, image.height, image.data.len());
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// Get current frame data (handles animation frames automatically)
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let data = image.current_frame_data();
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// Check if we already have this image
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if let Some(existing) = self.textures.get(&image.id) {
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if let Some(existing) = self.textures.get(&(pane_id, image.id)) {
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if existing.width == image.width && existing.height == image.height {
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// Same dimensions, just update the data
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queue.write_texture(
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@@ -137,7 +190,7 @@ impl ImageRenderer {
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// Create new texture
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some(&format!("Image {}", image.id)),
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label: Some(&format!("Image {} (pane {:?})", image.id, pane_id)),
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size: wgpu::Extent3d {
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width: image.width,
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height: image.height,
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@@ -174,23 +227,10 @@ impl ImageRenderer {
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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// Create per-image uniform buffer
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(&format!("Image {} Uniform Buffer", image.id)),
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size: std::mem::size_of::<ImageUniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Create bind group for this image with its own uniform buffer
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some(&format!("Image {} Bind Group", image.id)),
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layout: &self.bind_group_layout,
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label: Some(&format!("Image {} (pane {:?}) Bind Group", image.id, pane_id)),
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layout: &self.texture_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&view),
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@@ -201,16 +241,16 @@ impl ImageRenderer {
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},
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],
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});
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self.textures.insert(image.id, GpuImage {
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self.textures.insert((pane_id, image.id), GpuImage {
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texture,
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view,
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uniform_buffer,
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bind_group,
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width: image.width,
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height: image.height,
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});
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log::debug!(
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"Uploaded image {} ({}x{}) to GPU",
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image.id,
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@@ -220,52 +260,61 @@ impl ImageRenderer {
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}
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/// Remove an image from the GPU.
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pub fn remove_image(&mut self, image_id: u32) {
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if self.textures.remove(&image_id).is_some() {
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log::debug!("Removed image {} from GPU", image_id);
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pub fn remove_image(&mut self, pane_id: PaneId, image_id: u32) {
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if self.textures.remove(&(pane_id, image_id)).is_some() {
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log::debug!("Removed image {} (pane {:?}) from GPU", image_id, pane_id);
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}
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}
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/// Sync images from terminal's image storage to GPU.
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/// Uploads new/changed images and removes deleted ones.
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/// Also updates animation frames.
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pub fn sync_images(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, storage: &mut ImageStorage) {
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pub fn sync_images(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, pane_id: PaneId, storage: &mut ImageStorage) {
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// Update animations and get list of changed image IDs
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let changed_ids = storage.update_animations();
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log::debug!("Sync images: changed_ids={:?}, dirty={}", changed_ids, storage.dirty);
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log::debug!("Sync images: pane_id={:?}, changed_ids={:?}, dirty={}", pane_id, changed_ids, storage.dirty);
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// Re-upload frames that changed due to animation
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for id in &changed_ids {
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if let Some(image) = storage.get_image(*id) {
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self.upload_image(device, queue, image);
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self.upload_image(device, queue, pane_id, image);
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}
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}
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if !storage.dirty && changed_ids.is_empty() {
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return;
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}
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// Upload all images (upload_image handles deduplication)
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for image in storage.images().values() {
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self.upload_image(device, queue, image);
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self.upload_image(device, queue, pane_id, image);
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}
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storage.clear_dirty();
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}
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// Remove textures for deleted images
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let current_ids: std::collections::HashSet<u32> = storage.images().keys().copied().collect();
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let gpu_ids: Vec<u32> = self.textures.keys().copied().collect();
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/// Remove images from the GPU that are not present in the provided set of active images.
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/// active_images is a set of (pane_id, image_id) tuples.
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pub fn gc_images(&mut self, active_images: &std::collections::HashSet<(PaneId, u32)>) {
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let gpu_ids: Vec<(PaneId, u32)> = self.textures.keys().copied().collect();
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let mut removed_count = 0;
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for id in gpu_ids {
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if !current_ids.contains(&id) {
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self.remove_image(id);
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if !active_images.contains(&id) {
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self.remove_image(id.0, id.1);
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removed_count += 1;
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}
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}
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storage.clear_dirty();
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if removed_count > 0 {
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log::debug!("GC images: removed {} unused textures", removed_count);
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}
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}
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/// Prepare image renders for a pane.
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/// Returns a Vec of (image_id, uniforms) for deferred rendering.
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pub fn prepare_image_renders(
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&self,
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pane_id: PaneId,
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placements: &[ImagePlacement],
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pane_x: f32,
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pane_y: f32,
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@@ -276,14 +325,19 @@ impl ImageRenderer {
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scrollback_len: usize,
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scroll_offset: usize,
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visible_rows: usize,
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dim_factor: f32,
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) -> Vec<(u32, ImageUniforms)> {
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log::debug!("prepare_image_renders: pane={:?}, placements={}, scrollback={}, offset={}, rows={}", pane_id, placements.len(), scrollback_len, scroll_offset, visible_rows);
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let mut renders = Vec::new();
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for placement in placements {
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// Check if we have the GPU texture for this image
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let gpu_image = match self.textures.get(&placement.image_id) {
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let gpu_image = match self.textures.get(&(pane_id, placement.image_id)) {
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Some(img) => img,
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None => continue, // Skip if not uploaded yet
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None => {
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log::debug!("Image {} not found in GPU cache for pane {:?}", placement.image_id, pane_id);
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continue;
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},
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};
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// Convert absolute row to visible screen row
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@@ -338,8 +392,8 @@ impl ImageRenderer {
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src_y,
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src_width,
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src_height,
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dim_factor,
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_padding1: 0.0,
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_padding2: 0.0,
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};
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renders.push((placement.image_id, uniforms));
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