perf(maestro): render terminals via WebGL
xterm's DOM renderer builds a node per cell, which is CPU-bound — the wrong bottleneck on a phone, where an agent dumping output stutters visibly on a Pixel 7 despite plenty of GPU headroom. A WebGL context is scarce and revocable, so it follows the mounted view rather than the connection: acquired in onMount, released in onUnmount. ConnectionPool keeps MAX_PARKED connections alive behind the visible ones, which would otherwise exceed the browser's context cap (~16 on desktop Chrome, fewer on Android) and bring a parked terminal back blank. Context loss falls back to the DOM renderer and retries against a shared two-loss budget; a device that keeps dropping contexts stops being asked. A device pixel ratio change rebuilds the glyph atlas, which is otherwise left blurry. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
f669ebbddd
commit
4bb732d9b9
@@ -15,6 +15,7 @@
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"dependencies": {
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"@fontsource/jetbrains-mono": "^5.3.0",
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"@xterm/addon-fit": "^0.10.0",
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"@xterm/addon-webgl": "^0.19.0",
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"@xterm/xterm": "^5.5.0"
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},
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"devDependencies": {
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Generated
+8
@@ -14,6 +14,9 @@ importers:
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'@xterm/addon-fit':
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specifier: ^0.10.0
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version: 0.10.0(@xterm/xterm@5.5.0)
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'@xterm/addon-webgl':
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specifier: ^0.19.0
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version: 0.19.0
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'@xterm/xterm':
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specifier: ^5.5.0
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version: 5.5.0
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@@ -348,6 +351,9 @@ packages:
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peerDependencies:
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'@xterm/xterm': ^5.0.0
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'@xterm/addon-webgl@0.19.0':
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resolution: {integrity: sha512-b3fMOsyLVuCeNJWxolACEUED0vm7qC0cy4wRvf3oURSzDTYVQiGPhTnhWZwIHdvC48Y+oLhvYXnY4XDXPoJo6A==}
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'@xterm/xterm@5.5.0':
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resolution: {integrity: sha512-hqJHYaQb5OptNunnyAnkHyM8aCjZ1MEIDTQu1iIbbTD/xops91NB5yq1ZK/dC2JDbVWtF23zUtl9JE2NqwT87A==}
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@@ -772,6 +778,8 @@ snapshots:
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dependencies:
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'@xterm/xterm': 5.5.0
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'@xterm/addon-webgl@0.19.0': {}
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'@xterm/xterm@5.5.0': {}
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assertion-error@2.0.1: {}
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@@ -1,4 +1,5 @@
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import { FitAddon } from "@xterm/addon-fit";
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import { WebglAddon } from "@xterm/addon-webgl";
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import { Terminal } from "@xterm/xterm";
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import "@xterm/xterm/css/xterm.css";
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@@ -10,6 +11,11 @@ import { applyModsToChar, cursorSeq, tildeSeq } from "./keys.js";
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import { requestToggleDrawer } from "./drawer.js";
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import { splitCommand, toolIconSvg } from "./toolIcon.js";
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import type { ClientControl, Uuid } from "./types.js";
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import { WebglPolicy } from "./webglRenderer.js";
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/** One budget for the whole page — see webglRenderer.ts for why contexts are
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* rationed rather than handed to every connection. */
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const webglPolicy = new WebglPolicy();
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/**
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* A single live attach: an xterm terminal bound to the daemon's attach WebSocket.
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@@ -135,6 +141,72 @@ export function createAttachConnection(
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term.loadAddon(fit);
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term.open(body);
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// GPU rendering is scoped to the mounted view, not the connection: acquired
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// in onMount, released in onUnmount. See webglRenderer.ts.
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let webgl: WebglAddon | null = null;
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let dprMedia: MediaQueryList | null = null;
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// The glyph atlas is rasterised for one device pixel ratio. Dragging the
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// window to a display with a different one (or an Android browser-zoom
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// change) leaves every cell blurry until the atlas is rebuilt.
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const onDprChange = () => {
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try {
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term.clearTextureAtlas();
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} catch {
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// ignore — nothing to rebuild if the renderer already went away
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}
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watchDpr();
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};
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function watchDpr(): void {
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dprMedia?.removeEventListener("change", onDprChange);
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dprMedia = null;
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try {
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dprMedia = window.matchMedia?.(`(resolution: ${window.devicePixelRatio}dppx)`) ?? null;
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dprMedia?.addEventListener("change", onDprChange);
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} catch {
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// ignore — a browser without `resolution` media queries just keeps the
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// atlas it has, which is the pre-WebGL behaviour anyway
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}
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}
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function releaseWebgl(): void {
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dprMedia?.removeEventListener("change", onDprChange);
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dprMedia = null;
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if (!webgl) return;
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const addon = webgl;
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webgl = null;
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try {
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addon.dispose(); // xterm falls back to the DOM renderer
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} catch {
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// ignore — a lost context can throw on the way out
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}
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}
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function acquireWebgl(): void {
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if (webgl || disposed || !webglPolicy.enabled()) return;
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try {
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const addon = new WebglAddon();
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// Context loss is routine on Android — backgrounding the tab is enough.
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// Drop back to the DOM renderer, then retry only while the shared budget
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// allows and this view is still the one on screen.
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addon.onContextLoss(() => {
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webglPolicy.noteContextLoss();
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releaseWebgl();
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if (mounted) acquireWebgl();
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});
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term.loadAddon(addon);
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webgl = addon;
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watchDpr();
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} catch {
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// Context creation failed outright (no GPU, or the browser is already at
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// its context cap). Count it like a loss so we stop asking, and stay on
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// the DOM renderer.
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webglPolicy.noteContextLoss();
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webgl = null;
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}
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}
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// Plain Escape hands the keyboard back to the session list instead of the
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// shell/app. `false` tells xterm to skip its own handling of this event.
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term.attachCustomKeyEventHandler((e) => {
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@@ -402,6 +474,7 @@ export function createAttachConnection(
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el,
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onMount() {
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mounted = true;
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acquireWebgl();
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// Defer a tick so the element has its content-pane dimensions before fit.
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requestAnimationFrame(() => {
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tryFit();
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@@ -411,6 +484,9 @@ export function createAttachConnection(
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},
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onUnmount() {
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mounted = false;
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// Parked views hand their GPU context back: the browser's cap is small
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// (smaller still on Android) and MAX_PARKED connections outlive the pane.
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releaseWebgl();
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},
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focusTerminal() {
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term.focus();
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@@ -427,6 +503,7 @@ export function createAttachConnection(
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visual?.removeEventListener("resize", onResize);
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dataDisp.dispose();
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resizeDisp.dispose();
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releaseWebgl();
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try {
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ws.close();
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} catch {
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@@ -0,0 +1,55 @@
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import { describe, expect, it, vi } from "vitest";
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import { MAX_CONTEXT_LOSSES, WebglPolicy } from "./webglRenderer.js";
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describe("WebglPolicy", () => {
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it("is enabled when the browser supports WebGL2", () => {
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expect(new WebglPolicy(() => true).enabled()).toBe(true);
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});
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it("is disabled when the browser has no WebGL2", () => {
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expect(new WebglPolicy(() => false).enabled()).toBe(false);
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});
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it("probes only once, however often it is asked", () => {
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const probe = vi.fn(() => true);
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const policy = new WebglPolicy(probe);
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policy.enabled();
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policy.enabled();
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policy.enabled();
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expect(probe).toHaveBeenCalledTimes(1);
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});
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it("tolerates a loss below the budget — a backgrounded tab is ordinary", () => {
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const policy = new WebglPolicy(() => true);
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policy.noteContextLoss();
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expect(policy.enabled()).toBe(true);
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});
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it("gives up for good once losses reach the budget", () => {
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const policy = new WebglPolicy(() => true);
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for (let i = 0; i < MAX_CONTEXT_LOSSES; i++) policy.noteContextLoss();
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expect(policy.enabled()).toBe(false);
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expect(policy.contextLosses()).toBe(MAX_CONTEXT_LOSSES);
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});
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it("stays disabled past the budget, and never bothers probing", () => {
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const probe = vi.fn(() => true);
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const policy = new WebglPolicy(probe);
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for (let i = 0; i < MAX_CONTEXT_LOSSES + 3; i++) policy.noteContextLoss();
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expect(policy.enabled()).toBe(false);
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expect(probe).not.toHaveBeenCalled();
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});
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it("treats a throwing probe as unsupported", () => {
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const policy = new WebglPolicy(() => {
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throw new Error("no gl for you");
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});
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expect(() => policy.enabled()).not.toThrow();
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expect(policy.enabled()).toBe(false);
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});
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it("reports no WebGL2 under the test DOM, which has no GPU", () => {
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expect(new WebglPolicy().enabled()).toBe(false);
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});
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});
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@@ -0,0 +1,73 @@
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// WebGL renderer policy for attached terminals. Split out of attach.ts so it
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// can be tested without a DOM or an xterm instance (same reasoning as
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// reconnect.ts).
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//
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// xterm's default renderer builds DOM nodes per cell, which is CPU-bound —
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// exactly the wrong bottleneck on a phone, where a full-screen repaint from an
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// agent dumping output visibly stutters. The WebGL addon moves glyph drawing to
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// a GPU texture atlas instead.
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//
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// The cost is that a WebGL context is a scarce, revocable resource:
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//
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// * Browsers cap live contexts (~16 on desktop Chrome, fewer on Android) and
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// silently kill the oldest past the cap. `ConnectionPool` keeps MAX_PARKED
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// parked connections alive on top of the mounted ones, so handing every
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// connection its own context would blow that budget on its own and bring a
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// parked terminal back blank.
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// * Android drops contexts as routine housekeeping — backgrounding the tab,
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// locking the screen, memory pressure.
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//
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// So the context follows the *view*, not the connection: acquired on mount,
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// released on park. Losses count against a shared budget, because a device that
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// keeps dropping contexts is telling us it cannot sustain one.
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/** Context losses tolerated before the page gives up and stays on the DOM
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* renderer. One loss is ordinary (a tab switch); repeated losses mean the
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* device is thrashing, and re-acquiring only makes it worse. */
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export const MAX_CONTEXT_LOSSES = 2;
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/** Can this browser hand out a WebGL2 context at all? */
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export function probeWebgl2(): boolean {
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return document.createElement("canvas").getContext("webgl2") !== null;
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}
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/**
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* Whether an attached terminal should try the WebGL renderer right now.
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*
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* Shared by every connection on the page: the context budget and the "this
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* device cannot cope" signal are both global, not per-terminal.
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*/
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export class WebglPolicy {
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private supported: boolean | null = null;
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private losses = 0;
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constructor(private readonly probe: () => boolean = probeWebgl2) {}
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/** True while WebGL is both available and still worth attempting. The probe
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* runs at most once — support does not change under us, and creating
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* throwaway contexts to re-ask would itself consume the budget. */
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enabled(): boolean {
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if (this.losses >= MAX_CONTEXT_LOSSES) return false;
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if (this.supported === null) {
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try {
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this.supported = this.probe();
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} catch {
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// A browser that throws rather than returning null has no usable
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// context either way.
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this.supported = false;
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}
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}
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return this.supported;
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}
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/** Record a lost context. Past the budget, `enabled()` stays false for the
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* life of the page. */
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noteContextLoss(): void {
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this.losses += 1;
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}
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/** Losses recorded so far — for the debug HUD and tests. */
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contextLosses(): number {
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return this.losses;
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}
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}
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