tick system, AVX2 UTF-8 decoder, uh faster in general

This commit is contained in:
Zacharias-Brohn
2025-12-22 00:22:55 +01:00
parent f6a5e23f3d
commit 73b52ab341
30 changed files with 10231 additions and 5210 deletions
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//! Image rendering for the Kitty Graphics Protocol.
//!
//! This module handles GPU-accelerated rendering of images in the terminal,
//! supporting the Kitty Graphics Protocol for inline image display.
use std::collections::HashMap;
use crate::gpu_types::ImageUniforms;
use crate::graphics::{ImageData, ImagePlacement, ImageStorage};
// ═══════════════════════════════════════════════════════════════════════════════
// GPU IMAGE
// ═══════════════════════════════════════════════════════════════════════════════
/// Cached GPU texture for an image.
pub struct GpuImage {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub uniform_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub width: u32,
pub height: u32,
}
// ═══════════════════════════════════════════════════════════════════════════════
// IMAGE RENDERER
// ═══════════════════════════════════════════════════════════════════════════════
/// Manages GPU resources for image rendering.
/// Handles uploading, caching, and preparing images for rendering.
pub struct ImageRenderer {
/// Bind group layout for image rendering.
bind_group_layout: wgpu::BindGroupLayout,
/// Sampler for image textures.
sampler: wgpu::Sampler,
/// Cached GPU textures for images, keyed by image ID.
textures: HashMap<u32, GpuImage>,
}
impl ImageRenderer {
/// Create a new ImageRenderer with the necessary GPU resources.
pub fn new(device: &wgpu::Device) -> Self {
// Create sampler for images (linear filtering for smooth scaling)
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Image Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
// Create bind group layout for images
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Image Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
Self {
bind_group_layout,
sampler,
textures: HashMap::new(),
}
}
/// Get the bind group layout for creating the image pipeline.
pub fn bind_group_layout(&self) -> &wgpu::BindGroupLayout {
&self.bind_group_layout
}
/// Get a GPU image by ID.
pub fn get(&self, image_id: &u32) -> Option<&GpuImage> {
self.textures.get(image_id)
}
/// Upload an image to the GPU, creating or updating its texture.
pub fn upload_image(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, image: &ImageData) {
// Get current frame data (handles animation frames automatically)
let data = image.current_frame_data();
// Check if we already have this image
if let Some(existing) = self.textures.get(&image.id) {
if existing.width == image.width && existing.height == image.height {
// Same dimensions, just update the data
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &existing.texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
data,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(image.width * 4),
rows_per_image: Some(image.height),
},
wgpu::Extent3d {
width: image.width,
height: image.height,
depth_or_array_layers: 1,
},
);
return;
}
// Different dimensions, need to recreate
}
// Create new texture
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(&format!("Image {}", image.id)),
size: wgpu::Extent3d {
width: image.width,
height: image.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
// Upload the data
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
data,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(image.width * 4),
rows_per_image: Some(image.height),
},
wgpu::Extent3d {
width: image.width,
height: image.height,
depth_or_array_layers: 1,
},
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
// Create per-image uniform buffer
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(&format!("Image {} Uniform Buffer", image.id)),
size: std::mem::size_of::<ImageUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Create bind group for this image with its own uniform buffer
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(&format!("Image {} Bind Group", image.id)),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
self.textures.insert(image.id, GpuImage {
texture,
view,
uniform_buffer,
bind_group,
width: image.width,
height: image.height,
});
log::debug!(
"Uploaded image {} ({}x{}) to GPU",
image.id,
image.width,
image.height
);
}
/// Remove an image from the GPU.
pub fn remove_image(&mut self, image_id: u32) {
if self.textures.remove(&image_id).is_some() {
log::debug!("Removed image {} from GPU", image_id);
}
}
/// Sync images from terminal's image storage to GPU.
/// Uploads new/changed images and removes deleted ones.
/// Also updates animation frames.
pub fn sync_images(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, storage: &mut ImageStorage) {
// Update animations and get list of changed image IDs
let changed_ids = storage.update_animations();
// Re-upload frames that changed due to animation
for id in &changed_ids {
if let Some(image) = storage.get_image(*id) {
self.upload_image(device, queue, image);
}
}
if !storage.dirty && changed_ids.is_empty() {
return;
}
// Upload all images (upload_image handles deduplication)
for image in storage.images().values() {
self.upload_image(device, queue, image);
}
// Remove textures for deleted images
let current_ids: std::collections::HashSet<u32> = storage.images().keys().copied().collect();
let gpu_ids: Vec<u32> = self.textures.keys().copied().collect();
for id in gpu_ids {
if !current_ids.contains(&id) {
self.remove_image(id);
}
}
storage.clear_dirty();
}
/// Prepare image renders for a pane.
/// Returns a Vec of (image_id, uniforms) for deferred rendering.
pub fn prepare_image_renders(
&self,
placements: &[ImagePlacement],
pane_x: f32,
pane_y: f32,
cell_width: f32,
cell_height: f32,
screen_width: f32,
screen_height: f32,
scrollback_len: usize,
scroll_offset: usize,
visible_rows: usize,
) -> Vec<(u32, ImageUniforms)> {
let mut renders = Vec::new();
for placement in placements {
// Check if we have the GPU texture for this image
let gpu_image = match self.textures.get(&placement.image_id) {
Some(img) => img,
None => continue, // Skip if not uploaded yet
};
// Convert absolute row to visible screen row
// placement.row is absolute (scrollback_len_at_placement + cursor_row)
// visible_row = absolute_row - scrollback_len + scroll_offset
let absolute_row = placement.row as isize;
let visible_row = absolute_row - scrollback_len as isize + scroll_offset as isize;
// Check if image is visible on screen
// Image spans from visible_row to visible_row + placement.rows
let image_bottom = visible_row + placement.rows as isize;
if image_bottom < 0 || visible_row >= visible_rows as isize {
continue; // Image is completely off-screen
}
// Calculate display position in pixels
let pos_x = pane_x + (placement.col as f32 * cell_width) + placement.x_offset as f32;
let pos_y = pane_y + (visible_row as f32 * cell_height) + placement.y_offset as f32;
log::debug!(
"Image render: pane_x={} col={} cell_width={} x_offset={} => pos_x={}",
pane_x, placement.col, cell_width, placement.x_offset, pos_x
);
// Calculate display size in pixels
let display_width = placement.cols as f32 * cell_width;
let display_height = placement.rows as f32 * cell_height;
// Calculate source rectangle in normalized coordinates
let src_x = placement.src_x as f32 / gpu_image.width as f32;
let src_y = placement.src_y as f32 / gpu_image.height as f32;
let src_width = if placement.src_width == 0 {
1.0 - src_x
} else {
placement.src_width as f32 / gpu_image.width as f32
};
let src_height = if placement.src_height == 0 {
1.0 - src_y
} else {
placement.src_height as f32 / gpu_image.height as f32
};
let uniforms = ImageUniforms {
screen_width,
screen_height,
pos_x,
pos_y,
display_width,
display_height,
src_x,
src_y,
src_width,
src_height,
_padding1: 0.0,
_padding2: 0.0,
};
renders.push((placement.image_id, uniforms));
}
renders
}
}