feat(renderer): port the OpenGL backend, shaders and size math
Ports the terminal-independent half of ZIG/src/renderer (OpenGL only): - opengl/*: buffers, frames, pipelines, render passes, samplers, targets, textures and the OpenGL GraphicsAPI backend on top of glow; the GTK GLArea glue is replaced by a get_proc_address loader closure - the GLSL shaders, copied verbatim and embedded; uniform/vertex structs as bytemuck Pod types with std140 offsets asserted in tests - shadertoy custom shaders converted with naga (GLSL in -> validate -> GLSL 430 out) instead of glslang + spirv-cross - size (screen/grid/cell/padding math), cursor style logic, backend health, options and message types The crate opts into unsafe_code = "deny"; unsafe glow calls live only in opengl/gl.rs. A headless EGL integration test builds every pipeline and the converted shadertoy shaders on Mesa and reads back rendered pixels. Note: Zig's shadertoy Uniforms order the selection background/foreground colors opposite to the GLSL block (likely an upstream bug); kept as in Zig for parity and recorded in the notes. Deferred to the next renderer pass: generic, cell, image, link, row, State, Thread, Overlay (need terminal render state). Test Plan: - cargo test -p ghostty-renderer (33 tests incl. tests/egl_headless.rs)
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#include "common.glsl"
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// Position the FragCoord origin to the upper left
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// so as to align with our texture's directionality.
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layout(origin_upper_left) in vec4 gl_FragCoord;
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layout(binding = 0) uniform sampler2D image;
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flat in vec4 bg_color;
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flat in vec2 offset;
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flat in vec2 scale;
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flat in float opacity;
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flat in uint repeat;
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layout(location = 0) out vec4 out_FragColor;
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void main() {
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bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
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// Our texture coordinate is based on the screen position, offset by the
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// dest rect origin, and scaled by the ratio between the dest rect size
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// and the original texture size, which effectively scales the original
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// size of the texture to the dest rect size.
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vec2 tex_coord = (gl_FragCoord.xy - offset) * scale;
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vec2 tex_size = textureSize(image, 0);
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// If we need to repeat the texture, wrap the coordinates.
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if (repeat != 0) {
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tex_coord = mod(mod(tex_coord, tex_size) + tex_size, tex_size);
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}
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vec4 rgba;
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// If we're out of bounds, we have no color,
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// otherwise we sample the texture for it.
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if (any(lessThan(tex_coord, vec2(0.0))) ||
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any(greaterThan(tex_coord, tex_size)))
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{
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rgba = vec4(0.0);
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} else {
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// We divide by the texture size to normalize for sampling.
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rgba = texture(image, tex_coord / tex_size);
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if (!use_linear_blending) {
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rgba = unlinearize(rgba);
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}
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rgba.rgb *= rgba.a;
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}
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// Multiply it by the configured opacity, but cap it at
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// the value that will make it fully opaque relative to
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// the background color alpha, so it isn't overexposed.
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rgba *= min(opacity, 1.0 / bg_color.a);
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// Blend it on to a fully opaque version of the background color.
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rgba += max(vec4(0.0), vec4(bg_color.rgb, 1.0) * vec4(1.0 - rgba.a));
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// Multiply everything by the background color alpha.
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rgba *= bg_color.a;
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out_FragColor = rgba;
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}
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