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// ARC-009 TODO: This file is 705 lines (limit: 800 — approaching threshold). When it
// exceeds 800 lines, extract into renderer/ siblings:
//
// split_layout.rs — Split-pane geometry calculations (render_split_panes_with_data)
// separator_draw.rs — compute_visible_separator_marks + draw calls (see also QA-001,
// QA-008 which affect this area)
//
// Tracking: Issue ARC-009 in AUDIT.md.
use crate::cell_renderer::PaneViewport;
use anyhow::Result;
use super::{
DividerRenderInfo, PaneDividerSettings, PaneRenderInfo, PaneTitleInfo, Renderer, SeparatorMark,
fill_visible_separator_marks,
};
// This file contains the multi-pane frame-level helper `render_split_panes` and `take_screenshot`.
fn should_populate_terminal_intermediate_texture(
full_content_mode: bool,
auto_dim_under_text: bool,
auto_dim_strength: f32,
) -> bool {
full_content_mode || (auto_dim_under_text && auto_dim_strength > 0.0)
}
/// Parameters for [`Renderer::render_split_panes`].
pub struct SplitPanesRenderParams<'a> {
pub panes: &'a [PaneRenderInfo<'a>],
pub dividers: &'a [DividerRenderInfo],
pub pane_titles: &'a [PaneTitleInfo],
pub focused_viewport: Option<&'a PaneViewport>,
pub divider_settings: &'a PaneDividerSettings,
pub egui_data: Option<(egui::FullOutput, &'a egui::Context)>,
pub force_egui_opaque: bool,
}
impl Renderer {
/// Render split panes with dividers and focus indicator
///
/// This is the main entry point for rendering a split pane layout.
/// It handles:
/// 1. Clearing the surface
/// 2. Rendering each pane's content
/// 3. Rendering dividers between panes
/// 4. Rendering focus indicator around the focused pane
/// 5. Rendering egui overlay if provided
/// 6. Presenting the surface
///
/// # Arguments
/// * `panes` - List of panes to render with their viewport info
/// * `dividers` - List of dividers between panes with hover state
/// * `focused_viewport` - Viewport of the focused pane (for focus indicator)
/// * `divider_settings` - Settings for divider and focus indicator appearance
/// * `egui_data` - Optional egui overlay data
/// * `force_egui_opaque` - Force egui to render at full opacity
///
/// # Returns
/// `true` if rendering was performed, `false` if skipped
pub fn render_split_panes(&mut self, params: SplitPanesRenderParams<'_>) -> Result<bool> {
let SplitPanesRenderParams {
panes,
dividers,
pane_titles,
focused_viewport,
divider_settings,
egui_data,
force_egui_opaque,
} = params;
// Check if we need to render
let force_render = self.needs_continuous_render();
if !self.dirty && !force_render && egui_data.is_none() {
return Ok(false);
}
let has_custom_shader = self.custom_shader_renderer.is_some();
// Only use cursor shader if it's enabled and not disabled for alt screen
let use_cursor_shader =
self.cursor_shader_renderer.is_some() && !self.cursor_shader_disabled_for_alt_screen;
// Pre-load any per-pane background textures that aren't cached yet
for pane in panes.iter() {
if let Some(ref bg) = pane.background
&& let Some(ref path) = bg.image_path
&& let Err(e) = self.cell_renderer.load_pane_background(path)
{
log::error!("Failed to load pane background '{}': {}", path, e);
}
}
// Get the surface texture
let surface_texture = self.cell_renderer.surface.get_current_texture()?;
let surface_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
// When cursor shader is active, render all content to its intermediate texture.
// The cursor shader will then composite the result onto the surface.
let cursor_intermediate: Option<wgpu::TextureView> = if use_cursor_shader {
Some(
self.cursor_shader_renderer
.as_ref()
.ok_or_else(|| {
crate::error::RenderError::ShaderUnavailable(
"cursor_shader_renderer unavailable (GPU device loss?)".into(),
)
})?
.intermediate_texture_view()
.clone(),
)
} else {
None
};
// Content render target: cursor shader intermediate (if active) or surface directly
let content_view = cursor_intermediate.as_ref().unwrap_or(&surface_view);
// Clear color for content rendering. When cursor shader will apply opacity,
// use non-premultiplied color so opacity isn't applied twice.
let opacity = self.cell_renderer.window_opacity as f64;
let clear_color = if self.cell_renderer.pipelines.bg_image_bind_group.is_some() {
wgpu::Color::TRANSPARENT
} else if use_cursor_shader {
// Cursor shader applies opacity — use full-opacity background
wgpu::Color {
r: self.cell_renderer.background_color[0] as f64,
g: self.cell_renderer.background_color[1] as f64,
b: self.cell_renderer.background_color[2] as f64,
a: 1.0,
}
} else {
wgpu::Color {
r: self.cell_renderer.background_color[0] as f64 * opacity,
g: self.cell_renderer.background_color[1] as f64 * opacity,
b: self.cell_renderer.background_color[2] as f64 * opacity,
a: opacity,
}
};
// Determine if the shader needs terminal pixels in iChannel4.
// Full-content mode processes terminal content directly; auto-dim uses the same
// texture as a content mask so it can dim only beneath text/content pixels.
let (full_content_mode, populate_terminal_intermediate_texture) = self
.custom_shader_renderer
.as_ref()
.map(|s| {
let full_content_mode = s.full_content_mode();
(
full_content_mode,
should_populate_terminal_intermediate_texture(
full_content_mode,
s.auto_dim_under_text,
s.auto_dim_strength,
),
)
})
.unwrap_or((false, false));
// Render pane content to the shader's intermediate texture BEFORE running the
// shader when it needs terminal pixels via iChannel4.
// This must happen outside the `custom_shader_renderer` mutable borrow scope
// because rendering panes requires `&mut self`.
if populate_terminal_intermediate_texture {
let custom_shader = self.custom_shader_renderer.as_mut().ok_or_else(|| {
crate::error::RenderError::ShaderUnavailable(
"custom_shader_renderer unavailable for iChannel4 content (GPU device loss?)"
.into(),
)
})?;
custom_shader.clear_intermediate_texture(
self.cell_renderer.device(),
self.cell_renderer.queue(),
);
let intermediate_view = custom_shader.intermediate_texture_view().clone();
// Render each pane's content to the intermediate texture.
// Scrollbar geometry is updated per-pane before each render call so
// unfocused panes can also show their own scrollbar.
// `scratch` is declared outside the loop so its capacity is preserved
// across iterations, avoiding a per-pane heap allocation.
let mut scratch: Vec<SeparatorMark> = Vec::new();
for pane in panes.iter() {
if pane.show_scrollbar {
let total_lines = pane.scrollback_len + pane.grid_size.1;
self.cell_renderer.update_scrollbar_for_pane(
pane.scroll_offset,
pane.grid_size.1,
total_lines,
&pane.marks,
&pane.viewport,
);
}
fill_visible_separator_marks(
&mut scratch,
&pane.marks,
pane.scrollback_len,
pane.scroll_offset,
pane.grid_size.1,
);
self.cell_renderer.render_pane_to_view(
&intermediate_view,
crate::cell_renderer::PaneRenderViewParams {
viewport: &pane.viewport,
cells: pane.cells,
cols: pane.grid_size.0,
rows: pane.grid_size.1,
cursor_pos: pane.cursor_pos,
cursor_opacity: pane.cursor_opacity,
show_scrollbar: pane.show_scrollbar,
clear_first: false,
skip_background_image: true, // Shader handles background
fill_default_bg_cells: false, // Shader shows through default-bg cells
separator_marks: &scratch,
pane_background: pane.background.as_ref(),
},
)?;
}
// Render inline graphics to intermediate so shader can process them
for pane in panes.iter() {
if !pane.graphics.is_empty() || !pane.virtual_placements.is_empty() {
self.render_pane_sixel_graphics(
&intermediate_view,
&pane.viewport,
&pane.graphics,
pane.scroll_offset,
pane.scrollback_len,
pane.grid_size.1,
pane.cells,
pane.grid_size.0,
&pane.virtual_placements,
)?;
}
}
}
// If custom shader is enabled, render it to the content target
// (the shader's render pass will handle clearing the target)
if let Some(ref mut custom_shader) = self.custom_shader_renderer {
if !populate_terminal_intermediate_texture {
// Background-only mode without auto-dim: clear intermediate texture
// (shader doesn't need terminal content, panes will be rendered on top)
custom_shader.clear_intermediate_texture(
self.cell_renderer.device(),
self.cell_renderer.queue(),
);
}
// Render shader effect. When cursor shader is chained, render to cursor
// shader's intermediate without applying opacity (cursor shader will do it).
// When no cursor shader, render directly to surface with opacity applied.
custom_shader.render_with_clear_color(
self.cell_renderer.device(),
self.cell_renderer.queue(),
content_view,
!use_cursor_shader, // Apply opacity only when not chaining to cursor shader
clear_color,
)?;
} else {
// No custom shader - just clear the content target with background color
let mut encoder = self.cell_renderer.device().create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: Some("split pane clear encoder"),
},
);
{
let _clear_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("surface clear pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: content_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(clear_color),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
}
self.cell_renderer
.queue()
.submit(std::iter::once(encoder.finish()));
}
// Render background image (full-screen, after shader but before panes)
// Skip if custom shader is handling the background.
// Also skip if any pane has a per-pane background configured -
// per-pane backgrounds are rendered individually in render_pane_to_view.
let any_pane_has_background = panes.iter().any(|p| p.background.is_some());
let has_background_image = if !has_custom_shader && !any_pane_has_background {
self.cell_renderer
.render_background_only(content_view, false)?
} else {
false
};
// In full content mode, panes were already rendered to the shader's intermediate
// texture and the shader output includes the processed terminal content.
// Skip re-rendering panes to the content view.
if !full_content_mode {
// Render each pane's content (skip background image since we rendered it full-screen).
// Scrollbar geometry is updated per-pane before each render call so
// unfocused panes can also show their own scrollbar.
// `scratch` is declared outside the loop so its capacity is preserved
// across iterations, avoiding a per-pane heap allocation.
let mut scratch: Vec<SeparatorMark> = Vec::new();
for pane in panes {
if pane.show_scrollbar {
let total_lines = pane.scrollback_len + pane.grid_size.1;
self.cell_renderer.update_scrollbar_for_pane(
pane.scroll_offset,
pane.grid_size.1,
total_lines,
&pane.marks,
&pane.viewport,
);
}
fill_visible_separator_marks(
&mut scratch,
&pane.marks,
pane.scrollback_len,
pane.scroll_offset,
pane.grid_size.1,
);
self.cell_renderer.render_pane_to_view(
content_view,
crate::cell_renderer::PaneRenderViewParams {
viewport: &pane.viewport,
cells: pane.cells,
cols: pane.grid_size.0,
rows: pane.grid_size.1,
cursor_pos: pane.cursor_pos,
cursor_opacity: pane.cursor_opacity,
show_scrollbar: pane.show_scrollbar,
clear_first: false, // Don't clear - we already cleared the surface
skip_background_image: has_background_image || has_custom_shader,
fill_default_bg_cells: has_background_image, // Only fill gaps in bg-image mode; shader shows through
separator_marks: &scratch,
pane_background: pane.background.as_ref(),
},
)?;
}
// Render inline graphics (Sixel/iTerm2/Kitty) for each pane, clipped to its bounds
for pane in panes {
if !pane.graphics.is_empty() || !pane.virtual_placements.is_empty() {
self.render_pane_sixel_graphics(
content_view,
&pane.viewport,
&pane.graphics,
pane.scroll_offset,
pane.scrollback_len,
pane.grid_size.1,
pane.cells,
pane.grid_size.0,
&pane.virtual_placements,
)?;
}
}
}
// Render dividers between panes
if !dividers.is_empty() {
self.render_dividers(content_view, dividers, divider_settings)?;
}
// Render pane title bars (background + text)
if !pane_titles.is_empty() {
self.render_pane_titles(content_view, pane_titles)?;
}
// Render visual bell overlay (fullscreen flash)
if self.cell_renderer.visual_bell_intensity > 0.0 {
let uniforms: [f32; 8] = [
-1.0, // position.x (NDC left)
-1.0, // position.y (NDC bottom)
2.0, // size.x (full width in NDC)
2.0, // size.y (full height in NDC)
self.cell_renderer.visual_bell_color[0], // color.r
self.cell_renderer.visual_bell_color[1], // color.g
self.cell_renderer.visual_bell_color[2], // color.b
self.cell_renderer.visual_bell_intensity, // color.a (intensity)
];
self.cell_renderer.queue().write_buffer(
&self.cell_renderer.buffers.visual_bell_uniform_buffer,
0,
bytemuck::cast_slice(&uniforms),
);
let mut encoder = self.cell_renderer.device().create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: Some("visual bell encoder"),
},
);
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("visual bell pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: content_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.cell_renderer.pipelines.visual_bell_pipeline);
render_pass.set_bind_group(
0,
&self.cell_renderer.pipelines.visual_bell_bind_group,
&[],
);
render_pass.draw(0..4, 0..1); // 4 vertices = triangle strip quad
}
self.cell_renderer
.queue()
.submit(std::iter::once(encoder.finish()));
}
// Render focus indicator around focused pane (only if multiple panes)
if panes.len() > 1
&& let Some(viewport) = focused_viewport
{
self.render_focus_indicator(content_view, viewport, divider_settings)?;
}
// Apply cursor shader if active: composite content to surface
if use_cursor_shader {
self.cursor_shader_renderer
.as_mut()
.ok_or_else(|| crate::error::RenderError::ShaderUnavailable(
"cursor_shader_renderer unavailable during final composite (GPU device loss?)".into(),
))?
.render(
self.cell_renderer.device(),
self.cell_renderer.queue(),
&surface_view,
true, // Apply opacity - final render to surface
)?;
}
// Render egui overlay if provided
if let Some((egui_output, egui_ctx)) = egui_data {
self.render_egui(&surface_texture, egui_output, egui_ctx, force_egui_opaque)?;
}
// Ensure opaque surface when window_opacity == 1.0 (skipped for transparent windows)
self.cell_renderer.render_opaque_alpha(&surface_texture)?;
// Present the surface
surface_texture.present();
self.dirty = false;
Ok(true)
}
/// Render the cell content through the shader chain to a target texture view.
///
/// This encapsulates the 4 shader-combination paths:
/// 1. No shaders: render cells directly to target
/// 2. Custom shader only: cells -> custom shader -> target
/// 3. Cursor shader only: cells -> cursor shader -> target
/// 4. Custom + cursor: cells -> custom shader -> cursor shader -> target
///
/// QA-003: Extracted from `take_screenshot` to deduplicate the shader-chaining logic.
/// Both `render_split_panes` (live rendering) and `take_screenshot` (offscreen) use
/// the same 4-branch pattern; this method handles the screenshot path where cells are
/// rendered via `render_to_texture`/`render_to_view` (no split-pane layout).
fn render_cells_to_target(
&mut self,
target_view: &wgpu::TextureView,
) -> Result<(), crate::error::RenderError> {
let has_custom_shader = self.custom_shader_renderer.is_some();
let use_cursor_shader =
self.cursor_shader_renderer.is_some() && !self.cursor_shader_disabled_for_alt_screen;
let map_err = |e: anyhow::Error| {
crate::error::RenderError::ScreenshotMap(format!("Render failed: {:#}", e))
};
if has_custom_shader {
// Render cells to the custom shader's intermediate texture
let intermediate_view = self
.custom_shader_renderer
.as_ref()
.ok_or_else(|| {
crate::error::RenderError::ShaderUnavailable(
"custom_shader_renderer unavailable (GPU device loss?)".into(),
)
})?
.intermediate_texture_view()
.clone();
self.cell_renderer
.render_to_texture(&intermediate_view, true)
.map_err(map_err)?;
if use_cursor_shader {
// Chain: cells -> custom shader -> cursor shader -> target
let cursor_intermediate = self
.cursor_shader_renderer
.as_ref()
.ok_or_else(|| crate::error::RenderError::ShaderUnavailable(
"cursor_shader_renderer unavailable during shader chain (GPU device loss?)".into(),
))?
.intermediate_texture_view()
.clone();
self.custom_shader_renderer
.as_mut()
.ok_or_else(|| crate::error::RenderError::ShaderUnavailable(
"custom_shader_renderer unavailable during shader chain (GPU device loss?)".into(),
))?
.render(
self.cell_renderer.device(),
self.cell_renderer.queue(),
&cursor_intermediate,
false,
)
.map_err(map_err)?;
self.cursor_shader_renderer
.as_mut()
.ok_or_else(|| crate::error::RenderError::ShaderUnavailable(
"cursor_shader_renderer unavailable during shader chain (GPU device loss?)".into(),
))?
.render(
self.cell_renderer.device(),
self.cell_renderer.queue(),
target_view,
true,
)
.map_err(map_err)?;
} else {
// Chain: cells -> custom shader -> target
self.custom_shader_renderer
.as_mut()
.ok_or_else(|| {
crate::error::RenderError::ShaderUnavailable(
"custom_shader_renderer unavailable during render (GPU device loss?)"
.into(),
)
})?
.render(
self.cell_renderer.device(),
self.cell_renderer.queue(),
target_view,
true,
)
.map_err(map_err)?;
}
} else if use_cursor_shader {
// Chain: cells -> cursor shader -> target
let cursor_intermediate = self
.cursor_shader_renderer
.as_ref()
.ok_or_else(|| {
crate::error::RenderError::ShaderUnavailable(
"cursor_shader_renderer unavailable (GPU device loss?)".into(),
)
})?
.intermediate_texture_view()
.clone();
self.cell_renderer
.render_to_texture(&cursor_intermediate, true)
.map_err(map_err)?;
self.cursor_shader_renderer
.as_mut()
.ok_or_else(|| {
crate::error::RenderError::ShaderUnavailable(
"cursor_shader_renderer unavailable during render (GPU device loss?)"
.into(),
)
})?
.render(
self.cell_renderer.device(),
self.cell_renderer.queue(),
target_view,
true,
)
.map_err(map_err)?;
} else {
// No shaders: render cells directly to target
self.cell_renderer
.render_to_view(target_view)
.map_err(map_err)?;
}
Ok(())
}
/// Take a screenshot of the current terminal content
/// Returns an RGBA image that can be saved to disk
///
/// This captures the fully composited output including shader effects.
pub fn take_screenshot(&mut self) -> Result<image::RgbaImage, crate::error::RenderError> {
log::info!(
"take_screenshot: Starting screenshot capture ({}x{})",
self.size.width,
self.size.height
);
let width = self.size.width;
let height = self.size.height;
// Use the same format as the surface to match pipeline expectations
let format = self.cell_renderer.surface_format();
log::info!("take_screenshot: Using texture format {:?}", format);
// Create a texture to render the final composited output to (with COPY_SRC for reading back)
let screenshot_texture =
self.cell_renderer
.device()
.create_texture(&wgpu::TextureDescriptor {
label: Some("screenshot texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let screenshot_view =
screenshot_texture.create_view(&wgpu::TextureViewDescriptor::default());
// Render the full composited frame through the shader chain (QA-003: deduplicated).
log::info!("take_screenshot: Rendering composited frame...");
self.render_cells_to_target(&screenshot_view)?;
log::info!("take_screenshot: Render complete");
// Get device and queue references for buffer operations
let device = self.cell_renderer.device();
let queue = self.cell_renderer.queue();
// Create buffer for reading back the texture
let bytes_per_pixel = 4u32;
let unpadded_bytes_per_row = width * bytes_per_pixel;
// wgpu requires rows to be aligned to 256 bytes
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
let padded_bytes_per_row = unpadded_bytes_per_row.div_ceil(align) * align;
let buffer_size = (padded_bytes_per_row * height) as u64;
let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("screenshot buffer"),
size: buffer_size,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
// Copy texture to buffer
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("screenshot encoder"),
});
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: &screenshot_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &output_buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded_bytes_per_row),
rows_per_image: Some(height),
},
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
queue.submit(std::iter::once(encoder.finish()));
log::info!("take_screenshot: Texture copy submitted");
// Map the buffer and read the data
let buffer_slice = output_buffer.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
let _ = tx.send(result);
});
// Wait for GPU to finish
log::info!("take_screenshot: Waiting for GPU...");
if let Err(e) = device.poll(wgpu::PollType::wait_indefinitely()) {
log::warn!("take_screenshot: GPU poll returned error: {:?}", e);
}
log::info!("take_screenshot: GPU poll complete, waiting for buffer map...");
rx.recv()
.map_err(|e| {
crate::error::RenderError::ScreenshotMap(format!(
"Failed to receive map result: {}",
e
))
})?
.map_err(|e| {
crate::error::RenderError::ScreenshotMap(format!("Failed to map buffer: {:?}", e))
})?;
log::info!("take_screenshot: Buffer mapped successfully");
// Read the data
let data = buffer_slice.get_mapped_range();
let mut pixels = Vec::with_capacity((width * height * 4) as usize);
// Check if format is BGRA (needs swizzle) or RGBA (direct copy)
let is_bgra = matches!(
format,
wgpu::TextureFormat::Bgra8Unorm | wgpu::TextureFormat::Bgra8UnormSrgb
);
// Copy data row by row (to handle padding)
for y in 0..height {
let row_start = (y * padded_bytes_per_row) as usize;
let row_end = row_start + (width * bytes_per_pixel) as usize;
let row = &data[row_start..row_end];
if is_bgra {
// Convert BGRA to RGBA
for chunk in row.chunks(4) {
pixels.push(chunk[2]); // R (was B)
pixels.push(chunk[1]); // G
pixels.push(chunk[0]); // B (was R)
pixels.push(chunk[3]); // A
}
} else {
// Already RGBA, direct copy
pixels.extend_from_slice(row);
}
}
drop(data);
output_buffer.unmap();
// Create image
image::RgbaImage::from_raw(width, height, pixels)
.ok_or(crate::error::RenderError::ScreenshotImageAssembly)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn background_shader_auto_dim_requires_terminal_intermediate_texture() {
assert!(should_populate_terminal_intermediate_texture(
false, true, 0.35
));
}
#[test]
fn full_content_mode_requires_terminal_intermediate_texture() {
assert!(should_populate_terminal_intermediate_texture(
true, false, 0.0
));
}
#[test]
fn background_only_shader_without_auto_dim_skips_terminal_intermediate_texture() {
assert!(!should_populate_terminal_intermediate_texture(
false, false, 0.35
));
assert!(!should_populate_terminal_intermediate_texture(
false, true, 0.0
));
}
}