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2025-04-25 20:23:39 +02:00
2025-04-25 23:52:36 +02:00
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2025-04-25 23:52:36 +02:00

simplicitty

A simple terminal emulator

1. Implement Incremental Rendering

Currently, your renderer appears to redraw the entire terminal content on each frame. For a terminal emulator, this is inefficient since only small portions typically change at once.

rust // Add to TerminalText struct dirty_regions: Vec, // Store regions that need updating last_frame_content: String, // Store previous frame's content

Only redraw areas that have changed since the last frame by tracking dirty regions.

2. Implement Text Caching

The current implementation reshapes all text on every frame. Instead:

rust // Add to TerminalText cached_lines: HashMap<String, CachedTextLine>,

Cache shaped text lines and only reshape when content changes or window resizes.

3. Use Double Buffering for Text

Maintain two buffers - one for the current frame and one for the next:

rust // In TerminalText front_buffer: Buffer, back_buffer: Buffer,

Prepare the back buffer while rendering the front buffer, then swap them.

4. Optimize Atlas Trimming

The trim() call after every frame can be expensive. Consider:

rust // In TerminalText frames_since_trim: u32,

pub fn trim(&mut self) { self.frames_since_trim += 1; if self.frames_since_trim > 30 { // Only trim every 30 frames self.atlas.trim(); self.frames_since_trim = 0; } }

5. Implement View Culling

Only render text that's actually visible:

rust // In prepare() method let visible_area = TextBounds { left: 0, top: scroll_position, right: config.width as i32, bottom: scroll_position + config.height as i32, };

6. Use Asynchronous Text Preparation

Move text shaping to a background thread:

rust // In Application struct text_preparation_pool: ThreadPool,

// Then queue text preparation tasks self.text_preparation_pool.spawn(move || { // Shape text here // Signal completion via channel });

7. Optimize GPU Memory Usage

The current implementation might be creating new GPU resources frequently. Implement resource pooling:

rust // In TerminalText texture_pool: Vecwgpu::Texture, // Reuse textures instead of creating new ones

8. Implement Partial Updates for the Text Atlas

Instead of rebuilding the entire text atlas, update only changed glyphs:

rust // Add method to TextAtlas pub fn update_region(&mut self, device: &Device, queue: &Queue, region: Rectangle) { // Update only the specified region }

9. Use Compute Shaders for Text Processing

For complex text operations, consider using compute shaders:

rust // Create a compute pipeline for text processing let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor { // Configure for text processing });

10. Implement Frame Skipping

Skip rendering frames when nothing has changed:

rust pub fn render(&mut self) -> Result<(), SurfaceError> { if !self.has_changes { return Ok(()); } // Render as normal }

11. Profile and Optimize Hot Paths

Use a profiler to identify bottlenecks in your rendering pipeline. Common issues might be: • Excessive GPU state changes • Inefficient text shaping • Unnecessary buffer updates

12. Implement Proper Vsync Control

Your current implementation uses PresentMode::Fifo (VSync), which is good for power efficiency but might not be optimal for all cases:

rust // Allow configurable present mode based on user preference present_mode: if vsync_enabled { wgpu::PresentMode::Fifo } else { wgpu::PresentMode::Immediate },

Based on your project structure and the README.md optimization suggestions, here's how you can implement incremental text buffer updates:

1. Track Changes with Dirty Regions

First, modify your TerminalText struct to track which parts of the text have changed:

rust pub struct TerminalText { font_system: FontSystem, cache: SwashCache, viewport: Viewport, atlas: TextAtlas, buffer: Buffer, renderer: TextRenderer,

// Add these fields to track changes
last_content: String,
dirty_regions: Vec<TextBounds>,
cursor_position: usize,

}

2. Implement Incremental Text Updates

Instead of replacing the entire text on each update, implement methods to insert, delete, or modify text at specific positions:

impl TerminalText { // Add a character at the cursor position pub fn
insert_char(&mut self, c: char) { let current_text =
self.buffer.text().to_string(); let pos =
self.cursor_position.min(current_text.len());

        // Create new text with the character inserted
        let mut new_text = current_text.clone();
        new_text.insert(pos, c);

        // Calculate the affected region
        let affected_line = self.calculate_line_for_position(pos);
        let line_bounds = self.get_line_bounds(affected_line);
        self.dirty_regions.push(line_bounds);

        // Update the buffer with the new text
        self.buffer.set_text(
            &mut self.font_system,
            &new_text,
            &Attrs::new().family(Family::Monospace),
            Shaping::Advanced,
        );

        // Update cursor position
        self.cursor_position = pos + 1;
        self.last_content = new_text;
    }

    // Delete a character before the cursor
    pub fn delete_char(&mut self) {
        let current_text = self.buffer.text().to_string();
        if self.cursor_position > 0 && !current_text.is_empty() {
            let pos = self.cursor_position.min(current_text.len());

            // Create new text with the character deleted
            let mut new_text = current_text.clone();
            new_text.remove(pos - 1);

            // Calculate the affected region
            let affected_line = self.calculate_line_for_position(pos - 1);
            let line_bounds = self.get_line_bounds(affected_line);
            self.dirty_regions.push(line_bounds);

                // Update the buffer with the new text
            self.buffer.set_text(
                &mut self.font_system,
                &new_text,
                &Attrs::new().family(Family::Monospace),
                Shaping::Advanced,
            );

            // Update cursor position
            self.cursor_position = pos - 1;
            self.last_content = new_text;
        }
    }

    // Helper methods to calculate affected regions
    fn calculate_line_for_position(&self, pos: usize) -> usize {
        // Count newlines up to the position
        self.buffer.text()[..pos].matches('\n').count()
    }

    fn get_line_bounds(&self, line: usize) -> TextBounds {
        // Calculate the bounds for a specific line
        // This is a simplified version - you'll need to implement this based on your text layout
        TextBounds {
            left: 0,
            top: (line * self.get_line_height()) as i32,
            right: self.viewport.width() as i32,
            bottom: ((line + 1) * self.get_line_height()) as i32,
        }
    }

    fn get_line_height(&self) -> usize {
        // Get the line height based on your font metrics
        self.buffer.metrics().line_height.ceil() as usize
    }

}

3. Optimize the Rendering Process

Modify your prepare and render methods to only update the dirty regions:

pub fn prepare(&mut self, device: &Device, queue: &Queue, config:
&SurfaceConfiguration) { // Update viewport with new dimensions
self.viewport.update( queue, Resolution { width: config.width, height:
config.height, }, );

    // Make sure text is properly wrapped for the current width
    self.resize(config.width, config.height);

    // Only reshape if there are dirty regions
    if !self.dirty_regions.is_empty() {
        // Prepare only the dirty regions
        for region in &self.dirty_regions {
            self.renderer
                .prepare(
                    device,
                    queue,
                    &mut self.font_system,
                    &mut self.atlas,
                    &self.viewport,
                    [TextArea {
                        buffer: &self.buffer,
                        left: 0.0,
                        top: 0.0,
                        scale: 1.0,
                        bounds: *region,
                        default_color: Color::rgb(255, 255, 255),
                        custom_glyphs: &[],
                    }],
                    &mut self.cache,
                )
                .unwrap();
        }

        // Clear dirty regions after preparing
        self.dirty_regions.clear();
    }

}

4. Implement a Double Buffer Approach

To further optimize, implement a double buffer approach:

pub struct TerminalText { // ... existing fields front_buffer: Buffer,
back_buffer: Buffer, buffer_swap_needed: bool, }

impl TerminalText { // ... existing methods

    pub fn swap_buffers(&mut self) {
        if self.buffer_swap_needed {
            std::mem::swap(&mut self.front_buffer, &mut self.back_buffer);
            self.buffer_swap_needed = false;
        }
    }

    pub fn prepare_back_buffer(&mut self, device: &Device, queue: &Queue) {
        // Prepare the back buffer while the front buffer is being rendered
        if !self.dirty_regions.is_empty() {
            // Apply changes to the back buffer
            // ...

            self.buffer_swap_needed = true;
        }
    }

}

5. Implement Cursor Rendering

Add cursor rendering to provide visual feedback:

rust pub fn render_cursor(&mut self, render_pass: &mut RenderPass) { // Calculate cursor position in screen coordinates let (x, y) = self.get_cursor_screen_position();

// Render cursor using a simple rectangle
// You'll need to implement this based on your rendering system

}

fn get_cursor_screen_position(&self) -> (f32, f32) { // Calculate screen position based on cursor_position // This will depend on your text layout system // ... }

6. Handle Special Keys

In your keyboard event handler, handle special keys like backspace, enter, and arrow keys:

rust fn handle*key_event(&mut self, key_event: KeyEvent) { match key_event.key { Key::Character(c) => { if key_event.state == ElementState::Pressed { self.text.insert_char(c.chars().next().unwrap_or(' ')); self.window.request_redraw(); } }, Key::Named(NamedKey::Backspace) => { if key_event.state == ElementState::Pressed { self.text.delete_char(); self.window.request_redraw(); } }, Key::Named(NamedKey::Enter) => { if key_event.state == ElementState::Pressed { self.text.insert_char('\n'); self.window.request_redraw(); } }, // Handle arrow keys for cursor movement Key::Named(NamedKey::ArrowLeft) => { if key_event.state == ElementState::Pressed { self.text.move_cursor_left(); self.window.request_redraw(); } }, Key::Named(NamedKey::ArrowRight) => { if key_event.state == ElementState::Pressed { self.text.move_cursor_right(); self.window.request_redraw(); } }, * => {} } }

7. Implement Frame Skipping

Skip rendering frames when nothing has changed:

rust pub fn render(&mut self) -> Result<(), SurfaceError> { // Skip rendering if nothing has changed if self.dirty_regions.is_empty() && !self.buffer_swap_needed { return Ok(()); }

// Swap buffers if needed
self.text.swap_buffers();

// Render as normal
// ...

Ok(())

}

These changes will significantly improve the efficiency of your text rendering by:

  1. Only updating parts of the text that have changed
  2. Using double buffering to prepare updates while rendering
  3. Skipping frames when nothing has changed
  4. Optimizing the text atlas updates

This approach aligns with the optimization suggestions in your README.md and should provide a much more efficient text rendering system for your terminal emulator.

Description
A simple terminal emulator
Readme GPL-3.0 156 KiB