diff options
| author | Can Celik <ogulcancelik@gmail.com> | 2026-04-04 19:22:04 +0300 |
|---|---|---|
| committer | Can Celik <ogulcancelik@gmail.com> | 2026-04-05 01:23:06 +0300 |
| commit | 41dd733ca7123c9ac4bfc6c781697a660e95b052 (patch) | |
| tree | 3fc91815ca139ef2e0b281bba0abda4ef15175f4 /vendor/libghostty-vt/src/renderer/opengl | |
| parent | 55c138263e190a1e79d4b997bfb9397306c0ec1f (diff) | |
feat: finish ghostty pane backend integration
Diffstat (limited to 'vendor/libghostty-vt/src/renderer/opengl')
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/Frame.zig | 71 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/Pipeline.zig | 164 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/RenderPass.zig | 144 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/Sampler.zig | 45 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/Target.zig | 60 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/Texture.zig | 104 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/buffer.zig | 126 | ||||
| -rw-r--r-- | vendor/libghostty-vt/src/renderer/opengl/shaders.zig | 376 |
8 files changed, 1090 insertions, 0 deletions
diff --git a/vendor/libghostty-vt/src/renderer/opengl/Frame.zig b/vendor/libghostty-vt/src/renderer/opengl/Frame.zig new file mode 100644 index 00000000..289413b0 --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/Frame.zig @@ -0,0 +1,71 @@ +//! Wrapper for handling render passes. +const Self = @This(); + +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const Renderer = @import("../generic.zig").Renderer(OpenGL); +const OpenGL = @import("../OpenGL.zig"); +const Target = @import("Target.zig"); +const RenderPass = @import("RenderPass.zig"); + +const Health = @import("../../renderer.zig").Health; + +const log = std.log.scoped(.opengl); + +/// Options for beginning a frame. +pub const Options = struct {}; + +renderer: *Renderer, +target: *Target, + +/// Begin encoding a frame. +pub fn begin( + opts: Options, + /// Once the frame has been completed, the `frameCompleted` method + /// on the renderer is called with the health status of the frame. + renderer: *Renderer, + /// The target is presented via the provided renderer's API when completed. + target: *Target, +) !Self { + _ = opts; + + return .{ + .renderer = renderer, + .target = target, + }; +} + +/// Add a render pass to this frame with the provided attachments. +/// Returns a RenderPass which allows render steps to be added. +pub inline fn renderPass( + self: *const Self, + attachments: []const RenderPass.Options.Attachment, +) RenderPass { + _ = self; + return RenderPass.begin(.{ .attachments = attachments }); +} + +/// Complete this frame and present the target. +/// +/// If `sync` is true, this will block until the frame is presented. +/// +/// NOTE: For OpenGL, `sync` is ignored and we always block. +pub fn complete(self: *const Self, sync: bool) void { + _ = sync; + gl.finish(); + + // If there are any GL errors, consider the frame unhealthy. + const health: Health = if (gl.errors.getError()) .healthy else |_| .unhealthy; + + // If the frame is healthy, present it. + if (health == .healthy) { + self.renderer.api.present(self.target.*) catch |err| { + log.err("Failed to present render target: err={}", .{err}); + }; + } + + // Report the health to the renderer. + self.renderer.frameCompleted(health); +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/Pipeline.zig b/vendor/libghostty-vt/src/renderer/opengl/Pipeline.zig new file mode 100644 index 00000000..2469f45b --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/Pipeline.zig @@ -0,0 +1,164 @@ +//! Wrapper for handling render pipelines. +const Self = @This(); + +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const log = std.log.scoped(.opengl); + +/// Options for initializing a render pipeline. +pub const Options = struct { + /// GLSL source of the vertex function + vertex_fn: [:0]const u8, + /// GLSL source of the fragment function + fragment_fn: [:0]const u8, + + /// Vertex step function + step_fn: StepFunction = .per_vertex, + + /// Whether to enable blending. + blending_enabled: bool = true, + + pub const StepFunction = enum { + constant, + per_vertex, + per_instance, + }; +}; + +program: gl.Program, + +fbo: gl.Framebuffer, + +vao: gl.VertexArray, + +stride: usize, + +blending_enabled: bool, + +pub fn init(comptime VertexAttributes: ?type, opts: Options) !Self { + // Load and compile our shaders. + const program = try gl.Program.createVF( + opts.vertex_fn, + opts.fragment_fn, + ); + errdefer program.destroy(); + + const pbind = try program.use(); + defer pbind.unbind(); + + const fbo = try gl.Framebuffer.create(); + errdefer fbo.destroy(); + const fbobind = try fbo.bind(.framebuffer); + defer fbobind.unbind(); + + const vao = try gl.VertexArray.create(); + errdefer vao.destroy(); + const vaobind = try vao.bind(); + defer vaobind.unbind(); + + if (VertexAttributes) |VA| try autoAttribute(VA, vaobind, opts.step_fn); + + return .{ + .program = program, + .fbo = fbo, + .vao = vao, + .stride = if (VertexAttributes) |VA| @sizeOf(VA) else 0, + .blending_enabled = opts.blending_enabled, + }; +} + +pub fn deinit(self: *const Self) void { + self.program.destroy(); +} + +fn autoAttribute( + T: type, + vaobind: gl.VertexArray.Binding, + step_fn: Options.StepFunction, +) !void { + const divisor: gl.c.GLuint = switch (step_fn) { + .per_vertex => 0, + .per_instance => 1, + .constant => std.math.maxInt(gl.c.GLuint), + }; + + inline for (@typeInfo(T).@"struct".fields, 0..) |field, i| { + try vaobind.enableAttribArray(i); + try vaobind.attributeBinding(i, 0); + try vaobind.bindingDivisor(i, divisor); + + const offset = @offsetOf(T, field.name); + + const FT = switch (@typeInfo(field.type)) { + .@"struct" => |s| s.backing_integer.?, + .@"enum" => |e| e.tag_type, + else => field.type, + }; + + const size, const IT = switch (@typeInfo(FT)) { + .array => |a| .{ a.len, a.child }, + else => .{ 1, FT }, + }; + + try switch (IT) { + u8 => vaobind.attributeIFormat( + i, + size, + gl.c.GL_UNSIGNED_BYTE, + offset, + ), + u16 => vaobind.attributeIFormat( + i, + size, + gl.c.GL_UNSIGNED_SHORT, + offset, + ), + u32 => vaobind.attributeIFormat( + i, + size, + gl.c.GL_UNSIGNED_INT, + offset, + ), + i8 => vaobind.attributeIFormat( + i, + size, + gl.c.GL_BYTE, + offset, + ), + i16 => vaobind.attributeIFormat( + i, + size, + gl.c.GL_SHORT, + offset, + ), + i32 => vaobind.attributeIFormat( + i, + size, + gl.c.GL_INT, + offset, + ), + f16 => vaobind.attributeFormat( + i, + size, + gl.c.GL_HALF_FLOAT, + false, + offset, + ), + f32 => vaobind.attributeFormat( + i, + size, + gl.c.GL_FLOAT, + false, + offset, + ), + f64 => vaobind.attributeLFormat( + i, + size, + offset, + ), + else => unreachable, + }; + } +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/RenderPass.zig b/vendor/libghostty-vt/src/renderer/opengl/RenderPass.zig new file mode 100644 index 00000000..18066494 --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/RenderPass.zig @@ -0,0 +1,144 @@ +//! Wrapper for handling render passes. +const Self = @This(); + +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const Sampler = @import("Sampler.zig"); +const Target = @import("Target.zig"); +const Texture = @import("Texture.zig"); +const Pipeline = @import("Pipeline.zig"); +const Buffer = @import("buffer.zig").Buffer; + +/// Options for beginning a render pass. +pub const Options = struct { + /// Color attachments for this render pass. + attachments: []const Attachment, + + /// Describes a color attachment. + pub const Attachment = struct { + target: union(enum) { + texture: Texture, + target: Target, + }, + clear_color: ?[4]f32 = null, + }; +}; + +/// Describes a step in a render pass. +pub const Step = struct { + pipeline: Pipeline, + uniforms: ?gl.Buffer = null, + buffers: []const ?gl.Buffer = &.{}, + textures: []const ?Texture = &.{}, + samplers: []const ?Sampler = &.{}, + draw: Draw, + + /// Describes the draw call for this step. + pub const Draw = struct { + type: gl.Primitive, + vertex_count: usize, + instance_count: usize = 1, + }; +}; + +attachments: []const Options.Attachment, + +step_number: usize = 0, + +/// Begin a render pass. +pub fn begin( + opts: Options, +) Self { + return .{ + .attachments = opts.attachments, + }; +} + +/// Add a step to this render pass. +/// +/// TODO: Errors are silently ignored in this function, maybe they shouldn't be? +pub fn step(self: *Self, s: Step) void { + if (s.draw.instance_count == 0) return; + + const pbind = s.pipeline.program.use() catch return; + defer pbind.unbind(); + + const vaobind = s.pipeline.vao.bind() catch return; + defer vaobind.unbind(); + + const fbobind = switch (self.attachments[0].target) { + .target => |t| t.framebuffer.bind(.framebuffer) catch return, + .texture => |t| bind: { + const fbobind = s.pipeline.fbo.bind(.framebuffer) catch return; + fbobind.texture2D(.color0, t.target, t.texture, 0) catch { + fbobind.unbind(); + return; + }; + break :bind fbobind; + }, + }; + defer fbobind.unbind(); + + defer self.step_number += 1; + + // If we have a clear color and this is the + // first step in the pass, go ahead and clear. + if (self.step_number == 0) if (self.attachments[0].clear_color) |c| { + gl.clearColor(c[0], c[1], c[2], c[3]); + gl.clear(gl.c.GL_COLOR_BUFFER_BIT); + }; + + // Bind the uniform buffer we bind at index 1 to align with Metal. + if (s.uniforms) |ubo| { + _ = ubo.bindBase(.uniform, 1) catch return; + } + + // Bind relevant texture units. + for (s.textures, 0..) |t, i| if (t) |tex| { + gl.Texture.active(@intCast(i)) catch return; + _ = tex.texture.bind(tex.target) catch return; + }; + + // Bind relevant samplers. + for (s.samplers, 0..) |s_, i| if (s_) |sampler| { + _ = sampler.sampler.bind(@intCast(i)) catch return; + }; + + // Bind 0th buffer as the vertex buffer, + // and bind the rest as storage buffers. + if (s.buffers.len > 0) { + if (s.buffers[0]) |vbo| vaobind.bindVertexBuffer( + 0, + vbo.id, + 0, + @intCast(s.pipeline.stride), + ) catch return; + + for (s.buffers[1..], 1..) |b, i| if (b) |buf| { + _ = buf.bindBase(.storage, @intCast(i)) catch return; + }; + } + + if (s.pipeline.blending_enabled) { + gl.enable(gl.c.GL_BLEND) catch return; + gl.blendFunc(gl.c.GL_ONE, gl.c.GL_ONE_MINUS_SRC_ALPHA) catch return; + } else { + gl.disable(gl.c.GL_BLEND) catch return; + } + + gl.drawArraysInstanced( + s.draw.type, + 0, + @intCast(s.draw.vertex_count), + @intCast(s.draw.instance_count), + ) catch return; +} + +/// Complete this render pass. +/// This struct can no longer be used after calling this. +pub fn complete(self: *const Self) void { + _ = self; + gl.flush(); +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/Sampler.zig b/vendor/libghostty-vt/src/renderer/opengl/Sampler.zig new file mode 100644 index 00000000..f4013c68 --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/Sampler.zig @@ -0,0 +1,45 @@ +//! Wrapper for handling samplers. +const Self = @This(); + +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const OpenGL = @import("../OpenGL.zig"); + +const log = std.log.scoped(.opengl); + +/// Options for initializing a sampler. +pub const Options = struct { + min_filter: gl.Texture.MinFilter, + mag_filter: gl.Texture.MagFilter, + wrap_s: gl.Texture.Wrap, + wrap_t: gl.Texture.Wrap, +}; + +sampler: gl.Sampler, + +pub const Error = error{ + /// An OpenGL API call failed. + OpenGLFailed, +}; + +/// Initialize a sampler +pub fn init( + opts: Options, +) Error!Self { + const sampler = gl.Sampler.create() catch return error.OpenGLFailed; + errdefer sampler.destroy(); + sampler.parameter(.WrapS, @intFromEnum(opts.wrap_s)) catch return error.OpenGLFailed; + sampler.parameter(.WrapT, @intFromEnum(opts.wrap_t)) catch return error.OpenGLFailed; + sampler.parameter(.MinFilter, @intFromEnum(opts.min_filter)) catch return error.OpenGLFailed; + sampler.parameter(.MagFilter, @intFromEnum(opts.mag_filter)) catch return error.OpenGLFailed; + + return .{ + .sampler = sampler, + }; +} + +pub fn deinit(self: Self) void { + self.sampler.destroy(); +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/Target.zig b/vendor/libghostty-vt/src/renderer/opengl/Target.zig new file mode 100644 index 00000000..5c6d818f --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/Target.zig @@ -0,0 +1,60 @@ +//! Represents a render target. +//! +//! In this case, an OpenGL renderbuffer-backed framebuffer. +const Self = @This(); + +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const log = std.log.scoped(.opengl); + +/// Options for initializing a Target +pub const Options = struct { + /// Desired width + width: usize, + /// Desired height + height: usize, + + /// Internal format for the renderbuffer. + internal_format: gl.Texture.InternalFormat, +}; + +/// The underlying `gl.Framebuffer` instance. +framebuffer: gl.Framebuffer, + +/// The underlying `gl.Renderbuffer` instance. +renderbuffer: gl.Renderbuffer, + +/// Current width of this target. +width: usize, +/// Current height of this target. +height: usize, + +pub fn init(opts: Options) !Self { + const rbo = try gl.Renderbuffer.create(); + const bound_rbo = try rbo.bind(); + defer bound_rbo.unbind(); + try bound_rbo.storage( + opts.internal_format, + @intCast(opts.width), + @intCast(opts.height), + ); + + const fbo = try gl.Framebuffer.create(); + const bound_fbo = try fbo.bind(.framebuffer); + defer bound_fbo.unbind(); + try bound_fbo.renderbuffer(.color0, rbo); + + return .{ + .framebuffer = fbo, + .renderbuffer = rbo, + .width = opts.width, + .height = opts.height, + }; +} + +pub fn deinit(self: *Self) void { + self.framebuffer.destroy(); + self.renderbuffer.destroy(); +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/Texture.zig b/vendor/libghostty-vt/src/renderer/opengl/Texture.zig new file mode 100644 index 00000000..c37ec686 --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/Texture.zig @@ -0,0 +1,104 @@ +//! Wrapper for handling textures. +const Self = @This(); + +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const OpenGL = @import("../OpenGL.zig"); + +const log = std.log.scoped(.opengl); + +/// Options for initializing a texture. +pub const Options = struct { + format: gl.Texture.Format, + internal_format: gl.Texture.InternalFormat, + target: gl.Texture.Target, + min_filter: gl.Texture.MinFilter, + mag_filter: gl.Texture.MagFilter, + wrap_s: gl.Texture.Wrap, + wrap_t: gl.Texture.Wrap, +}; + +texture: gl.Texture, + +/// The width of this texture. +width: usize, +/// The height of this texture. +height: usize, + +/// Format for this texture. +format: gl.Texture.Format, + +/// Target for this texture. +target: gl.Texture.Target, + +pub const Error = error{ + /// An OpenGL API call failed. + OpenGLFailed, +}; + +/// Initialize a texture +pub fn init( + opts: Options, + width: usize, + height: usize, + data: ?[]const u8, +) Error!Self { + const tex = gl.Texture.create() catch return error.OpenGLFailed; + errdefer tex.destroy(); + { + const texbind = tex.bind(opts.target) catch return error.OpenGLFailed; + defer texbind.unbind(); + texbind.parameter(.WrapS, @intFromEnum(opts.wrap_s)) catch return error.OpenGLFailed; + texbind.parameter(.WrapT, @intFromEnum(opts.wrap_t)) catch return error.OpenGLFailed; + texbind.parameter(.MinFilter, @intFromEnum(opts.min_filter)) catch return error.OpenGLFailed; + texbind.parameter(.MagFilter, @intFromEnum(opts.mag_filter)) catch return error.OpenGLFailed; + texbind.image2D( + 0, + opts.internal_format, + @intCast(width), + @intCast(height), + opts.format, + .UnsignedByte, + if (data) |d| @ptrCast(d.ptr) else null, + ) catch return error.OpenGLFailed; + } + + return .{ + .texture = tex, + .width = width, + .height = height, + .format = opts.format, + .target = opts.target, + }; +} + +pub fn deinit(self: Self) void { + self.texture.destroy(); +} + +/// Replace a region of the texture with the provided data. +/// +/// Does NOT check the dimensions of the data to ensure correctness. +pub fn replaceRegion( + self: Self, + x: usize, + y: usize, + width: usize, + height: usize, + data: []const u8, +) Error!void { + const texbind = self.texture.bind(self.target) catch return error.OpenGLFailed; + defer texbind.unbind(); + texbind.subImage2D( + 0, + @intCast(x), + @intCast(y), + @intCast(width), + @intCast(height), + self.format, + .UnsignedByte, + data.ptr, + ) catch return error.OpenGLFailed; +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/buffer.zig b/vendor/libghostty-vt/src/renderer/opengl/buffer.zig new file mode 100644 index 00000000..f9cbbceb --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/buffer.zig @@ -0,0 +1,126 @@ +const std = @import("std"); +const Allocator = std.mem.Allocator; +const gl = @import("opengl"); + +const OpenGL = @import("../OpenGL.zig"); + +const log = std.log.scoped(.opengl); + +/// Options for initializing a buffer. +pub const Options = struct { + target: gl.Buffer.Target = .array, + usage: gl.Buffer.Usage = .dynamic_draw, +}; + +/// OpenGL data storage for a certain set of equal types. This is usually +/// used for vertex buffers, etc. This helpful wrapper makes it easy to +/// prealloc, shrink, grow, sync, buffers with OpenGL. +pub fn Buffer(comptime T: type) type { + return struct { + const Self = @This(); + + /// Underlying `gl.Buffer` instance. + buffer: gl.Buffer, + + /// Options this buffer was allocated with. + opts: Options, + + /// Current allocated length of the data store. + /// Note this is the number of `T`s, not the size in bytes. + len: usize, + + /// Initialize a buffer with the given length pre-allocated. + pub fn init(opts: Options, len: usize) !Self { + const buffer = try gl.Buffer.create(); + errdefer buffer.destroy(); + + const binding = try buffer.bind(opts.target); + defer binding.unbind(); + + try binding.setDataNullManual(len * @sizeOf(T), opts.usage); + + return .{ + .buffer = buffer, + .opts = opts, + .len = len, + }; + } + + /// Init the buffer filled with the given data. + pub fn initFill(opts: Options, data: []const T) !Self { + const buffer = try gl.Buffer.create(); + errdefer buffer.destroy(); + + const binding = try buffer.bind(opts.target); + defer binding.unbind(); + + try binding.setData(data, opts.usage); + + return .{ + .buffer = buffer, + .opts = opts, + .len = data.len * @sizeOf(T), + }; + } + + pub fn deinit(self: Self) void { + self.buffer.destroy(); + } + + /// Sync new contents to the buffer. The data is expected to be the + /// complete contents of the buffer. If the amount of data is larger + /// than the buffer length, the buffer will be reallocated. + /// + /// If the amount of data is smaller than the buffer length, the + /// remaining data in the buffer is left untouched. + pub fn sync(self: *Self, data: []const T) !void { + const binding = try self.buffer.bind(self.opts.target); + defer binding.unbind(); + + // If we need more space than our buffer has, we need to reallocate. + if (data.len > self.len) { + // Reallocate the buffer to hold double what we require. + self.len = data.len * 2; + try binding.setDataNullManual( + self.len * @sizeOf(T), + self.opts.usage, + ); + } + + // We can fit within the buffer so we can just replace bytes. + try binding.setSubData(0, data); + } + + /// Like Buffer.sync but takes data from an array of ArrayLists, + /// rather than a single array. Returns the number of items synced. + pub fn syncFromArrayLists(self: *Self, lists: []const std.ArrayListUnmanaged(T)) !usize { + const binding = try self.buffer.bind(self.opts.target); + defer binding.unbind(); + + var total_len: usize = 0; + for (lists) |list| { + total_len += list.items.len; + } + + // If we need more space than our buffer has, we need to reallocate. + if (total_len > self.len) { + // Reallocate the buffer to hold double what we require. + self.len = total_len * 2; + try binding.setDataNullManual( + self.len * @sizeOf(T), + self.opts.usage, + ); + } + + // We can fit within the buffer so we can just replace bytes. + var i: usize = 0; + + for (lists) |list| { + try binding.setSubData(i, list.items); + i += list.items.len * @sizeOf(T); + } + + return total_len; + } + }; +} diff --git a/vendor/libghostty-vt/src/renderer/opengl/shaders.zig b/vendor/libghostty-vt/src/renderer/opengl/shaders.zig new file mode 100644 index 00000000..68c1f36a --- /dev/null +++ b/vendor/libghostty-vt/src/renderer/opengl/shaders.zig @@ -0,0 +1,376 @@ +const std = @import("std"); +const Allocator = std.mem.Allocator; +const assert = @import("../../quirks.zig").inlineAssert; +const math = @import("../../math.zig"); + +const Pipeline = @import("Pipeline.zig"); + +const log = std.log.scoped(.opengl); + +const pipeline_descs: []const struct { [:0]const u8, PipelineDescription } = + &.{ + .{ "bg_color", .{ + .vertex_fn = loadShaderCode("../shaders/glsl/full_screen.v.glsl"), + .fragment_fn = loadShaderCode("../shaders/glsl/bg_color.f.glsl"), + .blending_enabled = false, + } }, + .{ "cell_bg", .{ + .vertex_fn = loadShaderCode("../shaders/glsl/full_screen.v.glsl"), + .fragment_fn = loadShaderCode("../shaders/glsl/cell_bg.f.glsl"), + .blending_enabled = true, + } }, + .{ "cell_text", .{ + .vertex_attributes = CellText, + .vertex_fn = loadShaderCode("../shaders/glsl/cell_text.v.glsl"), + .fragment_fn = loadShaderCode("../shaders/glsl/cell_text.f.glsl"), + .step_fn = .per_instance, + .blending_enabled = true, + } }, + .{ "image", .{ + .vertex_attributes = Image, + .vertex_fn = loadShaderCode("../shaders/glsl/image.v.glsl"), + .fragment_fn = loadShaderCode("../shaders/glsl/image.f.glsl"), + .step_fn = .per_instance, + .blending_enabled = true, + } }, + .{ "bg_image", .{ + .vertex_attributes = BgImage, + .vertex_fn = loadShaderCode("../shaders/glsl/bg_image.v.glsl"), + .fragment_fn = loadShaderCode("../shaders/glsl/bg_image.f.glsl"), + .step_fn = .per_instance, + .blending_enabled = true, + } }, + }; + +/// All the comptime-known info about a pipeline, so that +/// we can define them ahead-of-time in an ergonomic way. +const PipelineDescription = struct { + vertex_attributes: ?type = null, + vertex_fn: [:0]const u8, + fragment_fn: [:0]const u8, + step_fn: Pipeline.Options.StepFunction = .per_vertex, + blending_enabled: bool = true, + + fn initPipeline(self: PipelineDescription) !Pipeline { + return try .init(self.vertex_attributes, .{ + .vertex_fn = self.vertex_fn, + .fragment_fn = self.fragment_fn, + .step_fn = self.step_fn, + .blending_enabled = self.blending_enabled, + }); + } +}; + +/// We create a type for the pipeline collection based on our desc array. +const PipelineCollection = t: { + var fields: [pipeline_descs.len]std.builtin.Type.StructField = undefined; + for (pipeline_descs, 0..) |pipeline, i| { + fields[i] = .{ + .name = pipeline[0], + .type = Pipeline, + .default_value_ptr = null, + .is_comptime = false, + .alignment = @alignOf(Pipeline), + }; + } + break :t @Type(.{ .@"struct" = .{ + .layout = .auto, + .fields = &fields, + .decls = &.{}, + .is_tuple = false, + } }); +}; + +/// This contains the state for the shaders used by the Metal renderer. +pub const Shaders = struct { + /// Collection of available render pipelines. + pipelines: PipelineCollection, + + /// Custom shaders to run against the final drawable texture. This + /// can be used to apply a lot of effects. Each shader is run in sequence + /// against the output of the previous shader. + post_pipelines: []const Pipeline, + + /// Set to true when deinited, if you try to deinit a defunct set + /// of shaders it will just be ignored, to prevent double-free. + defunct: bool = false, + + /// Initialize our shader set. + /// + /// "post_shaders" is an optional list of postprocess shaders to run + /// against the final drawable texture. This is an array of shader source + /// code, not file paths. + pub fn init( + alloc: Allocator, + post_shaders: []const [:0]const u8, + ) !Shaders { + var pipelines: PipelineCollection = undefined; + + var initialized_pipelines: usize = 0; + + errdefer inline for (pipeline_descs, 0..) |pipeline, i| { + if (i < initialized_pipelines) { + @field(pipelines, pipeline[0]).deinit(); + } + }; + + inline for (pipeline_descs) |pipeline| { + @field(pipelines, pipeline[0]) = try pipeline[1].initPipeline(); + initialized_pipelines += 1; + } + + const post_pipelines: []const Pipeline = initPostPipelines( + alloc, + post_shaders, + ) catch |err| err: { + // If an error happens while building postprocess shaders we + // want to just not use any postprocess shaders since we don't + // want to block Ghostty from working. + log.warn("error initializing postprocess shaders err={}", .{err}); + break :err &.{}; + }; + errdefer if (post_pipelines.len > 0) { + for (post_pipelines) |pipeline| pipeline.deinit(); + alloc.free(post_pipelines); + }; + + return .{ + .pipelines = pipelines, + .post_pipelines = post_pipelines, + }; + } + + pub fn deinit(self: *Shaders, alloc: Allocator) void { + if (self.defunct) return; + self.defunct = true; + + // Release our primary shaders + inline for (pipeline_descs) |pipeline| { + @field(self.pipelines, pipeline[0]).deinit(); + } + + // Release our postprocess shaders + if (self.post_pipelines.len > 0) { + for (self.post_pipelines) |pipeline| { + pipeline.deinit(); + } + alloc.free(self.post_pipelines); + } + } +}; + +/// The uniforms that are passed to our shaders. +pub const Uniforms = extern struct { + /// The projection matrix for turning world coordinates to normalized. + /// This is calculated based on the size of the screen. + projection_matrix: math.Mat align(16), + + /// Size of the screen (render target) in pixels. + screen_size: [2]f32 align(8), + + /// Size of a single cell in pixels, unscaled. + cell_size: [2]f32 align(8), + + /// Size of the grid in columns and rows. + grid_size: [2]u16 align(4), + + /// The padding around the terminal grid in pixels. In order: + /// top, right, bottom, left. + grid_padding: [4]f32 align(16), + + /// Bit mask defining which directions to + /// extend cell colors in to the padding. + /// Order, LSB first: left, right, up, down + padding_extend: PaddingExtend align(4), + + /// The minimum contrast ratio for text. The contrast ratio is calculated + /// according to the WCAG 2.0 spec. + min_contrast: f32 align(4), + + /// The cursor position and color. + cursor_pos: [2]u16 align(4), + cursor_color: [4]u8 align(4), + + /// The background color for the whole surface. + bg_color: [4]u8 align(4), + + /// Various booleans, in a packed struct for space efficiency. + bools: Bools align(4), + + const Bools = packed struct(u32) { + /// Whether the cursor is 2 cells wide. + cursor_wide: bool, + + /// Indicates that colors provided to the shader are already in + /// the P3 color space, so they don't need to be converted from + /// sRGB. + use_display_p3: bool, + + /// Indicates that the color attachments for the shaders have + /// an `*_srgb` pixel format, which means the shaders need to + /// output linear RGB colors rather than gamma encoded colors, + /// since blending will be performed in linear space and then + /// Metal itself will re-encode the colors for storage. + use_linear_blending: bool, + + /// Enables a weight correction step that makes text rendered + /// with linear alpha blending have a similar apparent weight + /// (thickness) to gamma-incorrect blending. + use_linear_correction: bool = false, + + _padding: u28 = 0, + }; + + const PaddingExtend = packed struct(u32) { + left: bool = false, + right: bool = false, + up: bool = false, + down: bool = false, + _padding: u28 = 0, + }; +}; + +/// This is a single parameter for the terminal cell shader. +pub const CellText = extern struct { + glyph_pos: [2]u32 align(8) = .{ 0, 0 }, + glyph_size: [2]u32 align(8) = .{ 0, 0 }, + bearings: [2]i16 align(4) = .{ 0, 0 }, + grid_pos: [2]u16 align(4), + color: [4]u8 align(4), + atlas: Atlas align(1), + bools: packed struct(u8) { + no_min_contrast: bool = false, + is_cursor_glyph: bool = false, + _padding: u6 = 0, + } align(1) = .{}, + + pub const Atlas = enum(u8) { + grayscale = 0, + color = 1, + }; + + // test { + // // Minimizing the size of this struct is important, + // // so we test it in order to be aware of any changes. + // try std.testing.expectEqual(32, @sizeOf(CellText)); + // } +}; + +/// This is a single parameter for the cell bg shader. +pub const CellBg = [4]u8; + +/// Single parameter for the image shader. See shader for field details. +pub const Image = extern struct { + grid_pos: [2]f32 align(8), + cell_offset: [2]f32 align(8), + source_rect: [4]f32 align(16), + dest_size: [2]f32 align(8), +}; + +/// Single parameter for the bg image shader. +pub const BgImage = extern struct { + opacity: f32 align(4), + info: Info align(1), + + pub const Info = packed struct(u8) { + position: Position, + fit: Fit, + repeat: bool, + _padding: u1 = 0, + + pub const Position = enum(u4) { + tl = 0, + tc = 1, + tr = 2, + ml = 3, + mc = 4, + mr = 5, + bl = 6, + bc = 7, + br = 8, + }; + + pub const Fit = enum(u2) { + contain = 0, + cover = 1, + stretch = 2, + none = 3, + }; + }; +}; + +/// Initialize our custom shader pipelines. The shaders argument is a +/// set of shader source code, not file paths. +fn initPostPipelines( + alloc: Allocator, + shaders: []const [:0]const u8, +) ![]const Pipeline { + // If we have no shaders, do nothing. + if (shaders.len == 0) return &.{}; + + // Keeps track of how many shaders we successfully wrote. + var i: usize = 0; + + // Initialize our result set. If any error happens, we undo everything. + var pipelines = try alloc.alloc(Pipeline, shaders.len); + errdefer { + for (pipelines[0..i]) |pipeline| { + pipeline.deinit(); + } + alloc.free(pipelines); + } + + // Build each shader. Note we don't use "0.." to build our index + // because we need to keep track of our length to clean up above. + for (shaders) |source| { + pipelines[i] = try initPostPipeline(source); + i += 1; + } + + return pipelines; +} + +/// Initialize a single custom shader pipeline from shader source. +fn initPostPipeline(data: [:0]const u8) !Pipeline { + return try Pipeline.init(null, .{ + .vertex_fn = loadShaderCode("../shaders/glsl/full_screen.v.glsl"), + .fragment_fn = data, + }); +} + +/// Load shader code from the target path, processing `#include` directives. +/// +/// Comptime only for now, this code is really sloppy and makes a bunch of +/// assumptions about things being well formed and file names not containing +/// quote marks. If we ever want to process `#include`s for custom shaders +/// then we need to write something better than this for it. +fn loadShaderCode(comptime path: []const u8) [:0]const u8 { + return comptime processIncludes(@embedFile(path), std.fs.path.dirname(path).?); +} + +/// Used by loadShaderCode +fn processIncludes(contents: [:0]const u8, basedir: []const u8) [:0]const u8 { + @setEvalBranchQuota(100_000); + var i: usize = 0; + while (i < contents.len) { + if (std.mem.startsWith(u8, contents[i..], "#include")) { + assert(std.mem.startsWith(u8, contents[i..], "#include \"")); + const start = i + "#include \"".len; + const end = std.mem.indexOfScalarPos(u8, contents, start, '"').?; + return std.fmt.comptimePrint( + "{s}{s}{s}", + .{ + contents[0..i], + @embedFile(basedir ++ "/" ++ contents[start..end]), + processIncludes(contents[end + 1 ..], basedir), + }, + ); + } + if (std.mem.indexOfPos(u8, contents, i, "\n#")) |j| { + i = (j + 1); + } else { + break; + } + } + return contents; +} |
