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)
This commit is contained in:
ddidderr committed 2026-10-11 22:26:09 +02:00
1 parent 5a5fa7893b
commit 568ce784f9
35 files changed
+5477 -5

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// Test shader for iTimeFocus and iFocus
// Shows border when focused, green fade that restarts on each focus gain
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
// Sample the terminal content
vec4 terminal = texture2D(iChannel0, uv);
vec3 color = terminal.rgb;
if (iFocus > 0) {
// FOCUSED: Add border and fading green overlay
// Calculate time since focus was gained
float timeSinceFocus = iTime - iTimeFocus;
// Green fade: starts at 1.0 (full green), fades to 0.0 over 3 seconds
float fadeOut = max(0.0, 1.0 - (timeSinceFocus / 3.0));
// Add green overlay that fades out
color = mix(color, vec3(0.0, 1.0, 0.0), fadeOut * 0.4);
// Add border (5 pixels)
float borderSize = 5.0;
vec2 pixelCoord = fragCoord;
bool isBorder = pixelCoord.x < borderSize ||
pixelCoord.x > iResolution.x - borderSize ||
pixelCoord.y < borderSize ||
pixelCoord.y > iResolution.y - borderSize;
if (isBorder) {
// Bright cyan border that pulses subtly
float pulse = sin(timeSinceFocus * 2.0) * 0.1 + 0.9;
color = vec3(0.0, 1.0, 1.0) * pulse;
}
} else {
// UNFOCUSED: Solid red overlay (no border)
color = mix(color, vec3(1.0, 0.0, 0.0), 0.3);
}
fragColor = vec4(color, 1.0);
}