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
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@@ -5,9 +5,42 @@ edition.workspace = true
license.workspace = true
[dependencies]
ghostty-config.workspace = true
bytemuck = { version = "1.25.2", features = ["derive"] }
ghostty-font.workspace = true
ghostty-terminal.workspace = true
glow = "0.18.0"
khronos-egl = { version = "6.0.0", features = ["dynamic"] }
log = "0.4.34"
naga = { version = "30.0.1", features = ["glsl-in", "glsl-out", "wgsl-in"] }
thiserror = "2.0.21"
[lints]
workspace = true
[lints.rust]
unsafe_code = "deny"
[lints.clippy]
pedantic = { level = "warn", priority = -1 }
todo = "warn"
unwrap_used = "warn"
# Porting a low-level terminal emulator involves a lot of intentional
# numeric casts and long state-machine functions; these pedantic lints are
# noise for this codebase.
cast_possible_truncation = "allow"
cast_possible_wrap = "allow"
cast_sign_loss = "allow"
cast_precision_loss = "allow"
cast_lossless = "allow"
module_name_repetitions = "allow"
too_many_lines = "allow"
missing_errors_doc = "allow"
missing_panics_doc = "allow"
similar_names = "allow"
struct_excessive_bools = "allow"
fn_params_excessive_bools = "allow"
match_same_arms = "allow"
unreadable_literal = "allow"
many_single_char_names = "allow"
doc_markdown = "allow"
must_use_candidate = "allow"
return_self_not_must_use = "allow"
used_underscore_binding = "allow"
large_stack_arrays = "allow"
inline_always = "allow"
@@ -0,0 +1,13 @@
#include "common.glsl"
// Must declare this output for some versions of OpenGL.
layout(location = 0) out vec4 out_FragColor;
void main() {
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
out_FragColor = load_color(
unpack4u8(bg_color_packed_4u8),
use_linear_blending
);
}
@@ -0,0 +1,63 @@
#include "common.glsl"
// Position the FragCoord origin to the upper left
// so as to align with our texture's directionality.
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(binding = 0) uniform sampler2D image;
flat in vec4 bg_color;
flat in vec2 offset;
flat in vec2 scale;
flat in float opacity;
flat in uint repeat;
layout(location = 0) out vec4 out_FragColor;
void main() {
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
// Our texture coordinate is based on the screen position, offset by the
// dest rect origin, and scaled by the ratio between the dest rect size
// and the original texture size, which effectively scales the original
// size of the texture to the dest rect size.
vec2 tex_coord = (gl_FragCoord.xy - offset) * scale;
vec2 tex_size = textureSize(image, 0);
// If we need to repeat the texture, wrap the coordinates.
if (repeat != 0) {
tex_coord = mod(mod(tex_coord, tex_size) + tex_size, tex_size);
}
vec4 rgba;
// If we're out of bounds, we have no color,
// otherwise we sample the texture for it.
if (any(lessThan(tex_coord, vec2(0.0))) ||
any(greaterThan(tex_coord, tex_size)))
{
rgba = vec4(0.0);
} else {
// We divide by the texture size to normalize for sampling.
rgba = texture(image, tex_coord / tex_size);
if (!use_linear_blending) {
rgba = unlinearize(rgba);
}
rgba.rgb *= rgba.a;
}
// Multiply it by the configured opacity, but cap it at
// the value that will make it fully opaque relative to
// the background color alpha, so it isn't overexposed.
rgba *= min(opacity, 1.0 / bg_color.a);
// Blend it on to a fully opaque version of the background color.
rgba += max(vec4(0.0), vec4(bg_color.rgb, 1.0) * vec4(1.0 - rgba.a));
// Multiply everything by the background color alpha.
rgba *= bg_color.a;
out_FragColor = rgba;
}
@@ -0,0 +1,145 @@
#include "common.glsl"
layout(binding = 0) uniform sampler2D image;
layout(location = 0) in float in_opacity;
layout(location = 1) in uint info;
// 4 bits of info.
const uint BG_IMAGE_POSITION = 15u;
const uint BG_IMAGE_TL = 0u;
const uint BG_IMAGE_TC = 1u;
const uint BG_IMAGE_TR = 2u;
const uint BG_IMAGE_ML = 3u;
const uint BG_IMAGE_MC = 4u;
const uint BG_IMAGE_MR = 5u;
const uint BG_IMAGE_BL = 6u;
const uint BG_IMAGE_BC = 7u;
const uint BG_IMAGE_BR = 8u;
// 2 bits of info shifted 4.
const uint BG_IMAGE_FIT = 3u << 4;
const uint BG_IMAGE_CONTAIN = 0u << 4;
const uint BG_IMAGE_COVER = 1u << 4;
const uint BG_IMAGE_STRETCH = 2u << 4;
const uint BG_IMAGE_NO_FIT = 3u << 4;
// 1 bit of info shifted 6.
const uint BG_IMAGE_REPEAT = 1u << 6;
flat out vec4 bg_color;
flat out vec2 offset;
flat out vec2 scale;
flat out float opacity;
// We use a uint to pass the repeat value because
// bools aren't allowed for vertex outputs in OpenGL.
flat out uint repeat;
void main() {
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
vec4 position;
position.x = (gl_VertexID == 2) ? 3.0 : -1.0;
position.y = (gl_VertexID == 0) ? -3.0 : 1.0;
position.z = 1.0;
position.w = 1.0;
// Single triangle is clipped to viewport.
//
// X <- vid == 0: (-1, -3)
// |\
// | \
// | \
// |###\
// |#+# \ `+` is (0, 0). `#`s are viewport area.
// |### \
// X------X <- vid == 2: (3, 1)
// ^
// vid == 1: (-1, 1)
gl_Position = position;
opacity = in_opacity;
repeat = info & BG_IMAGE_REPEAT;
vec2 screen_size = screen_size;
vec2 tex_size = textureSize(image, 0);
vec2 dest_size = tex_size;
switch (info & BG_IMAGE_FIT) {
// For `contain` we scale by a factor that makes the image
// width match the screen width or makes the image height
// match the screen height, whichever is smaller.
case BG_IMAGE_CONTAIN: {
float scale = min(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
dest_size = tex_size * scale;
} break;
// For `cover` we scale by a factor that makes the image
// width match the screen width or makes the image height
// match the screen height, whichever is larger.
case BG_IMAGE_COVER: {
float scale = max(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
dest_size = tex_size * scale;
} break;
// For `stretch` we stretch the image to the size of
// the screen without worrying about aspect ratio.
case BG_IMAGE_STRETCH: {
dest_size = screen_size;
} break;
// For `none` we just use the original texture size.
case BG_IMAGE_NO_FIT: {
dest_size = tex_size;
} break;
}
vec2 start = vec2(0.0);
vec2 mid = (screen_size - dest_size) / vec2(2.0);
vec2 end = screen_size - dest_size;
vec2 dest_offset = mid;
switch (info & BG_IMAGE_POSITION) {
case BG_IMAGE_TL: {
dest_offset = vec2(start.x, start.y);
} break;
case BG_IMAGE_TC: {
dest_offset = vec2(mid.x, start.y);
} break;
case BG_IMAGE_TR: {
dest_offset = vec2(end.x, start.y);
} break;
case BG_IMAGE_ML: {
dest_offset = vec2(start.x, mid.y);
} break;
case BG_IMAGE_MC: {
dest_offset = vec2(mid.x, mid.y);
} break;
case BG_IMAGE_MR: {
dest_offset = vec2(end.x, mid.y);
} break;
case BG_IMAGE_BL: {
dest_offset = vec2(start.x, end.y);
} break;
case BG_IMAGE_BC: {
dest_offset = vec2(mid.x, end.y);
} break;
case BG_IMAGE_BR: {
dest_offset = vec2(end.x, end.y);
} break;
}
offset = dest_offset;
scale = tex_size / dest_size;
// We load a fully opaque version of the bg color and combine it with
// the alpha separately, because we need these as separate values in
// the framgment shader.
uvec4 u_bg_color = unpack4u8(bg_color_packed_4u8);
bg_color = vec4(load_color(
uvec4(u_bg_color.rgb, 255),
use_linear_blending
).rgb, float(u_bg_color.a) / 255.0);
}
@@ -0,0 +1,61 @@
#include "common.glsl"
// Position the origin to the upper left
layout(origin_upper_left) in vec4 gl_FragCoord;
// Must declare this output for some versions of OpenGL.
layout(location = 0) out vec4 out_FragColor;
layout(binding = 1, std430) readonly buffer bg_cells {
uint cells[];
};
vec4 cell_bg() {
uvec2 grid_size = unpack2u16(grid_size_packed_2u16);
ivec2 grid_pos = ivec2(floor((gl_FragCoord.xy - grid_padding.wx) / cell_size));
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
vec4 bg = vec4(0.0);
// Clamp x position, extends edge bg colors in to padding on sides.
if (grid_pos.x < 0) {
if ((padding_extend & EXTEND_LEFT) != 0) {
grid_pos.x = 0;
} else {
return bg;
}
} else if (grid_pos.x > grid_size.x - 1) {
if ((padding_extend & EXTEND_RIGHT) != 0) {
grid_pos.x = int(grid_size.x) - 1;
} else {
return bg;
}
}
// Clamp y position if we should extend, otherwise discard if out of bounds.
if (grid_pos.y < 0) {
if ((padding_extend & EXTEND_UP) != 0) {
grid_pos.y = 0;
} else {
return bg;
}
} else if (grid_pos.y > grid_size.y - 1) {
if ((padding_extend & EXTEND_DOWN) != 0) {
grid_pos.y = int(grid_size.y) - 1;
} else {
return bg;
}
}
// Load the color for the cell.
vec4 cell_color = load_color(
unpack4u8(cells[grid_pos.y * grid_size.x + grid_pos.x]),
use_linear_blending
);
return cell_color;
}
void main() {
out_FragColor = cell_bg();
}
@@ -0,0 +1,100 @@
#include "common.glsl"
layout(binding = 0) uniform sampler2DRect atlas_grayscale;
layout(binding = 1) uniform sampler2DRect atlas_color;
in CellTextVertexOut {
flat uint atlas;
flat vec4 color;
flat vec4 bg_color;
vec2 tex_coord;
} in_data;
// Values `atlas` can take.
const uint ATLAS_GRAYSCALE = 0u;
const uint ATLAS_COLOR = 1u;
// Must declare this output for some versions of OpenGL.
layout(location = 0) out vec4 out_FragColor;
void main() {
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
bool use_linear_correction = (bools & USE_LINEAR_CORRECTION) != 0;
switch (in_data.atlas) {
default:
case ATLAS_GRAYSCALE:
{
// Our input color is always linear.
vec4 color = in_data.color;
// If we're not doing linear blending, then we need to
// re-apply the gamma encoding to our color manually.
//
// Since the alpha is premultiplied, we need to divide
// it out before unlinearizing and re-multiply it after.
if (!use_linear_blending) {
color.rgb /= vec3(color.a);
color = unlinearize(color);
color.rgb *= vec3(color.a);
}
// Fetch our alpha mask for this pixel.
float a = texture(atlas_grayscale, in_data.tex_coord).r;
// Linear blending weight correction corrects the alpha value to
// produce blending results which match gamma-incorrect blending.
if (use_linear_correction) {
// Short explanation of how this works:
//
// We get the luminances of the foreground and background colors,
// and then unlinearize them and perform blending on them. This
// gives us our desired luminance, which we derive our new alpha
// value from by mapping the range [bg_l, fg_l] to [0, 1], since
// our final blend will be a linear interpolation from bg to fg.
//
// This yields virtually identical results for grayscale blending,
// and very similar but non-identical results for color blending.
vec4 bg = in_data.bg_color;
float fg_l = luminance(color.rgb);
float bg_l = luminance(bg.rgb);
// To avoid numbers going haywire, we don't apply correction
// when the bg and fg luminances are within 0.001 of each other.
if (abs(fg_l - bg_l) > 0.001) {
float blend_l = linearize(unlinearize(fg_l) * a + unlinearize(bg_l) * (1.0 - a));
a = clamp((blend_l - bg_l) / (fg_l - bg_l), 0.0, 1.0);
}
}
// Multiply our whole color by the alpha mask.
// Since we use premultiplied alpha, this is
// the correct way to apply the mask.
color *= a;
out_FragColor = color;
return;
}
case ATLAS_COLOR:
{
// For now, we assume that color glyphs
// are already premultiplied linear colors.
vec4 color = texture(atlas_color, in_data.tex_coord);
// If we are doing linear blending, we can return this right away.
if (use_linear_blending) {
out_FragColor = color;
return;
}
// Otherwise we need to unlinearize the color. Since the alpha is
// premultiplied, we need to divide it out before unlinearizing.
color.rgb /= vec3(color.a);
color = unlinearize(color);
color.rgb *= vec3(color.a);
out_FragColor = color;
return;
}
}
}
@@ -0,0 +1,146 @@
#include "common.glsl"
// The position of the glyph in the texture (x, y)
layout(location = 0) in uvec2 glyph_pos;
// The size of the glyph in the texture (w, h)
layout(location = 1) in uvec2 glyph_size;
// The left and top bearings for the glyph (x, y)
layout(location = 2) in ivec2 bearings;
// The grid coordinates (x, y) where x < columns and y < rows
layout(location = 3) in uvec2 grid_pos;
// The color of the rendered text glyph.
layout(location = 4) in uvec4 color;
// Which atlas this glyph is in.
layout(location = 5) in uint atlas;
// Misc glyph properties.
layout(location = 6) in uint glyph_bools;
// Values `atlas` can take.
const uint ATLAS_GRAYSCALE = 0u;
const uint ATLAS_COLOR = 1u;
// Masks for the `glyph_bools` attribute
const uint NO_MIN_CONTRAST = 1u;
const uint IS_CURSOR_GLYPH = 2u;
out CellTextVertexOut {
flat uint atlas;
flat vec4 color;
flat vec4 bg_color;
vec2 tex_coord;
} out_data;
layout(binding = 1, std430) readonly buffer bg_cells {
uint bg_colors[];
};
void main() {
uvec2 grid_size = unpack2u16(grid_size_packed_2u16);
uvec2 cursor_pos = unpack2u16(cursor_pos_packed_2u16);
bool cursor_wide = (bools & CURSOR_WIDE) != 0;
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
// Convert the grid x, y into world space x, y by accounting for cell size
vec2 cell_pos = cell_size * vec2(grid_pos);
int vid = gl_VertexID;
// We use a triangle strip with 4 vertices to render quads,
// so we determine which corner of the cell this vertex is in
// based on the vertex ID.
//
// 0 --> 1
// | .'|
// | / |
// | L |
// 2 --> 3
//
// 0 = top-left (0, 0)
// 1 = top-right (1, 0)
// 2 = bot-left (0, 1)
// 3 = bot-right (1, 1)
vec2 corner;
corner.x = float(vid == 1 || vid == 3);
corner.y = float(vid == 2 || vid == 3);
out_data.atlas = atlas;
// === Grid Cell ===
// +X
// 0,0--...->
// |
// . offset.x = bearings.x
// +Y. .|.
// . | |
// | cell_pos -> +-------+ _.
// v ._| |_. _|- offset.y = cell_size.y - bearings.y
// | | .###. | |
// | | #...# | |
// glyph_size.y -+ | ##### | |
// | | #.... | +- bearings.y
// |_| .#### | |
// | |_|
// +-------+
// |_._|
// |
// glyph_size.x
//
// In order to get the top left of the glyph, we compute an offset based on
// the bearings. The Y bearing is the distance from the bottom of the cell
// to the top of the glyph, so we subtract it from the cell height to get
// the y offset. The X bearing is the distance from the left of the cell
// to the left of the glyph, so it works as the x offset directly.
vec2 size = vec2(glyph_size);
vec2 offset = vec2(bearings);
offset.y = cell_size.y - offset.y;
// Calculate the final position of the cell which uses our glyph size
// and glyph offset to create the correct bounding box for the glyph.
cell_pos = cell_pos + size * corner + offset;
gl_Position = projection_matrix * vec4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
// Calculate the texture coordinate in pixels. This is NOT normalized
// (between 0.0 and 1.0), and does not need to be, since the texture will
// be sampled with pixel coordinate mode.
out_data.tex_coord = vec2(glyph_pos) + vec2(glyph_size) * corner;
// Get our color. We always fetch a linearized version to
// make it easier to handle minimum contrast calculations.
out_data.color = load_color(color, true);
// Get the BG color
out_data.bg_color = load_color(
unpack4u8(bg_colors[grid_pos.y * grid_size.x + grid_pos.x]),
true
);
// Blend it with the global bg color
vec4 global_bg = load_color(
unpack4u8(bg_color_packed_4u8),
true
);
out_data.bg_color += global_bg * vec4(1.0 - out_data.bg_color.a);
// If we have a minimum contrast, we need to check if we need to
// change the color of the text to ensure it has enough contrast
// with the background.
if (min_contrast > 1.0f && (glyph_bools & NO_MIN_CONTRAST) == 0) {
// Ensure our minimum contrast
out_data.color = contrasted_color(min_contrast, out_data.color, out_data.bg_color);
}
// Check if current position is under cursor (including wide cursor)
bool is_cursor_pos = ((grid_pos.x == cursor_pos.x) || (cursor_wide && (grid_pos.x == (cursor_pos.x + 1)))) && (grid_pos.y == cursor_pos.y);
// If this cell is the cursor cell, but we're not processing
// the cursor glyph itself, then we need to change the color.
if ((glyph_bools & IS_CURSOR_GLYPH) == 0 && is_cursor_pos) {
out_data.color = load_color(unpack4u8(cursor_color_packed_4u8), use_linear_blending);
}
}
@@ -0,0 +1,156 @@
#version 430 core
// These are common definitions to be shared across shaders, the first
// line of any shader that needs these should be `#include "common.glsl"`.
//
// Included in this file are:
// - The interface block for the global uniforms.
// - Functions for unpacking values.
// - Functions for working with colors.
//----------------------------------------------------------------------------//
// Global Uniforms
//----------------------------------------------------------------------------//
layout(binding = 1, std140) uniform Globals {
uniform mat4 projection_matrix;
uniform vec2 screen_size;
uniform vec2 cell_size;
uniform uint grid_size_packed_2u16;
uniform vec4 grid_padding;
uniform uint padding_extend;
uniform float min_contrast;
uniform uint cursor_pos_packed_2u16;
uniform uint cursor_color_packed_4u8;
uniform uint bg_color_packed_4u8;
uniform uint bools;
};
// Bools
const uint CURSOR_WIDE = 1u;
const uint USE_DISPLAY_P3 = 2u;
const uint USE_LINEAR_BLENDING = 4u;
const uint USE_LINEAR_CORRECTION = 8u;
// Padding extend enum
const uint EXTEND_LEFT = 1u;
const uint EXTEND_RIGHT = 2u;
const uint EXTEND_UP = 4u;
const uint EXTEND_DOWN = 8u;
//----------------------------------------------------------------------------//
// Functions for Unpacking Values
//----------------------------------------------------------------------------//
// NOTE: These unpack functions assume little-endian.
// If this ever becomes a problem... oh dear!
uvec4 unpack4u8(uint packed_value) {
return uvec4(
uint(packed_value >> 0) & uint(0xFF),
uint(packed_value >> 8) & uint(0xFF),
uint(packed_value >> 16) & uint(0xFF),
uint(packed_value >> 24) & uint(0xFF)
);
}
uvec2 unpack2u16(uint packed_value) {
return uvec2(
uint(packed_value >> 0) & uint(0xFFFF),
uint(packed_value >> 16) & uint(0xFFFF)
);
}
ivec2 unpack2i16(int packed_value) {
return ivec2(
(packed_value << 16) >> 16,
(packed_value << 0) >> 16
);
}
//----------------------------------------------------------------------------//
// Color Functions
//----------------------------------------------------------------------------//
// Compute the luminance of the provided color.
//
// Takes colors in linear RGB space. If your colors are gamma
// encoded, linearize them before using them with this function.
float luminance(vec3 color) {
return dot(color, vec3(0.2126f, 0.7152f, 0.0722f));
}
// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef
//
// Takes colors in linear RGB space. If your colors are gamma
// encoded, linearize them before using them with this function.
float contrast_ratio(vec3 color1, vec3 color2) {
float luminance1 = luminance(color1) + 0.05;
float luminance2 = luminance(color2) + 0.05;
return max(luminance1, luminance2) / min(luminance1, luminance2);
}
// Return the fg if the contrast ratio is greater than min, otherwise
// return a color that satisfies the contrast ratio. Currently, the color
// is always white or black, whichever has the highest contrast ratio.
//
// Takes colors in linear RGB space. If your colors are gamma
// encoded, linearize them before using them with this function.
vec4 contrasted_color(float min_ratio, vec4 fg, vec4 bg) {
float ratio = contrast_ratio(fg.rgb, bg.rgb);
if (ratio < min_ratio) {
float white_ratio = contrast_ratio(vec3(1.0, 1.0, 1.0), bg.rgb);
float black_ratio = contrast_ratio(vec3(0.0, 0.0, 0.0), bg.rgb);
if (white_ratio > black_ratio) {
return vec4(1.0);
} else {
return vec4(0.0, 0.0, 0.0, 1.0);
}
}
return fg;
}
// Converts a color from sRGB gamma encoding to linear.
vec4 linearize(vec4 srgb) {
bvec3 cutoff = lessThanEqual(srgb.rgb, vec3(0.04045));
vec3 higher = pow((srgb.rgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
vec3 lower = srgb.rgb / vec3(12.92);
return vec4(mix(higher, lower, cutoff), srgb.a);
}
float linearize(float v) {
return v <= 0.04045 ? v / 12.92 : pow((v + 0.055) / 1.055, 2.4);
}
// Converts a color from linear to sRGB gamma encoding.
vec4 unlinearize(vec4 linear) {
bvec3 cutoff = lessThanEqual(linear.rgb, vec3(0.0031308));
vec3 higher = pow(linear.rgb, vec3(1.0 / 2.4)) * vec3(1.055) - vec3(0.055);
vec3 lower = linear.rgb * vec3(12.92);
return vec4(mix(higher, lower, cutoff), linear.a);
}
float unlinearize(float v) {
return v <= 0.0031308 ? v * 12.92 : pow(v, 1.0 / 2.4) * 1.055 - 0.055;
}
// Load a 4 byte RGBA non-premultiplied color and linearize
// and convert it as necessary depending on the provided info.
//
// `linear` controls whether the returned color is linear or gamma encoded.
vec4 load_color(
uvec4 in_color,
bool linear
) {
// 0 .. 255 -> 0.0 .. 1.0
vec4 color = vec4(in_color) / vec4(255.0f);
// Linearize if necessary.
if (linear) color = linearize(color);
// Premultiply our color by its alpha.
color.rgb *= color.a;
return color;
}
//----------------------------------------------------------------------------//
@@ -0,0 +1,24 @@
#version 330 core
void main() {
vec4 position;
position.x = (gl_VertexID == 2) ? 3.0 : -1.0;
position.y = (gl_VertexID == 0) ? -3.0 : 1.0;
position.z = 1.0;
position.w = 1.0;
// Single triangle is clipped to viewport.
//
// X <- vid == 0: (-1, -3)
// |\
// | \
// | \
// |###\
// |#+# \ `+` is (0, 0). `#`s are viewport area.
// |### \
// X------X <- vid == 2: (3, 1)
// ^
// vid == 1: (-1, 1)
gl_Position = position;
}
@@ -0,0 +1,21 @@
#include "common.glsl"
layout(binding = 0) uniform sampler2D image;
in vec2 tex_coord;
layout(location = 0) out vec4 out_FragColor;
void main() {
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
vec4 rgba = texture(image, tex_coord);
if (!use_linear_blending) {
rgba = unlinearize(rgba);
}
rgba.rgb *= vec3(rgba.a);
out_FragColor = rgba;
}
@@ -0,0 +1,47 @@
#include "common.glsl"
layout(binding = 0) uniform sampler2D image;
layout(location = 0) in vec2 grid_pos;
layout(location = 1) in vec2 cell_offset;
layout(location = 2) in vec4 source_rect;
layout(location = 3) in vec2 dest_size;
out vec2 tex_coord;
void main() {
int vid = gl_VertexID;
// We use a triangle strip with 4 vertices to render quads,
// so we determine which corner of the cell this vertex is in
// based on the vertex ID.
//
// 0 --> 1
// | .'|
// | / |
// | L |
// 2 --> 3
//
// 0 = top-left (0, 0)
// 1 = top-right (1, 0)
// 2 = bot-left (0, 1)
// 3 = bot-right (1, 1)
vec2 corner;
corner.x = float(vid == 1 || vid == 3);
corner.y = float(vid == 2 || vid == 3);
// The texture coordinates start at our source x/y
// and add the width/height depending on the corner.
tex_coord = source_rect.xy;
tex_coord += source_rect.zw * corner;
// Normalize the coordinates.
tex_coord /= textureSize(image, 0);
// The position of our image starts at the top-left of the grid cell and
// adds the source rect width/height components.
vec2 image_pos = (cell_size * grid_pos) + cell_offset;
image_pos += dest_size * corner;
gl_Position = projection_matrix * vec4(image_pos.xy, 1.0, 1.0);
}
@@ -0,0 +1,52 @@
#version 430 core
layout(binding = 1, std140) uniform Globals {
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform float iFrameRate;
uniform int iFrame;
uniform float iChannelTime[4];
uniform vec3 iChannelResolution[4];
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
uniform vec4 iCurrentCursor;
uniform vec4 iPreviousCursor;
uniform vec4 iCurrentCursorColor;
uniform vec4 iPreviousCursorColor;
uniform int iCurrentCursorStyle;
uniform int iPreviousCursorStyle;
uniform int iCursorVisible;
uniform float iTimeCursorChange;
uniform float iTimeFocus;
uniform int iFocus;
uniform vec3 iPalette[256];
uniform vec3 iBackgroundColor;
uniform vec3 iForegroundColor;
uniform vec3 iCursorColor;
uniform vec3 iCursorText;
uniform vec3 iSelectionForegroundColor;
uniform vec3 iSelectionBackgroundColor;
};
#define CURSORSTYLE_BLOCK 0
#define CURSORSTYLE_BLOCK_HOLLOW 1
#define CURSORSTYLE_BAR 2
#define CURSORSTYLE_UNDERLINE 3
#define CURSORSTYLE_LOCK 4
layout(binding = 0) uniform sampler2D iChannel0;
// These are unused currently by Ghostty:
// layout(binding = 1) uniform sampler2D iChannel1;
// layout(binding = 2) uniform sampler2D iChannel2;
// layout(binding = 3) uniform sampler2D iChannel3;
layout(location = 0) in vec4 gl_FragCoord;
layout(location = 0) out vec4 _fragColor;
#define texture2D texture
void mainImage( out vec4 fragColor, in vec2 fragCoord );
void main() { mainImage (_fragColor, gl_FragCoord.xy); }
@@ -0,0 +1,59 @@
// This shader is NOT BUILD INTO Ghostty. This is only here for unit tests.
// Loosely based on postprocessing shader by inigo quilez, License Creative
// Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
vec2 curve(vec2 uv)
{
uv = (uv - 0.5) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 q = fragCoord.xy / iResolution.xy;
vec2 uv = q;
uv = curve( uv );
vec3 oricol = texture( iChannel0, vec2(q.x,q.y) ).xyz;
vec3 col;
float x = sin(0.3*iTime+uv.y*21.0)*sin(0.7*iTime+uv.y*29.0)*sin(0.3+0.33*iTime+uv.y*31.0)*0.0017;
col.r = texture(iChannel0,vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
col.g = texture(iChannel0,vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
col.b = texture(iChannel0,vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
col.r += 0.08*texture(iChannel0,0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x;
col.g += 0.05*texture(iChannel0,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y;
col.b += 0.08*texture(iChannel0,0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z;
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);
float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
col *= vec3(pow(vig,0.3));
col *= vec3(0.95,1.05,0.95);
col *= 2.8;
float scans = clamp( 0.35+0.35*sin(3.5*iTime+uv.y*iResolution.y*1.5), 0.0, 1.0);
float s = pow(scans,1.7);
col = col*vec3( 0.4+0.7*s) ;
col *= 1.0+0.01*sin(110.0*iTime);
if (uv.x < 0.0 || uv.x > 1.0)
col *= 0.0;
if (uv.y < 0.0 || uv.y > 1.0)
col *= 0.0;
col*=1.0-0.65*vec3(clamp((mod(fragCoord.x, 2.0)-1.0)*2.0,0.0,1.0));
float comp = smoothstep( 0.1, 0.9, sin(iTime) );
// Remove the next line to stop cross-fade between original and postprocess
// col = mix( col, oricol, comp );
fragColor = vec4(col,1.0);
}
@@ -0,0 +1,41 @@
// 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);
}
@@ -0,0 +1,12 @@
vec2 curve(vec2 uv)
{
uv = (uv - 0.5) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
// Missing mainImage!
+29
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@@ -0,0 +1,29 @@
//! Renderer backend selection (`renderer/backend.zig`).
/// Possible implementations, used for build options.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Backend {
Opengl,
Metal,
Webgl,
}
impl Backend {
/// The default backend for the target. Metal/WebGL are out of scope for
/// the Rust port (Linux only), so this is always OpenGL on non-Darwin.
pub fn default_for_target() -> Backend {
if cfg!(target_vendor = "apple") {
Backend::Metal
} else {
Backend::Opengl
}
}
}
/// The health status of a renderer (`renderer.Health`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(C)]
pub enum Health {
Healthy,
Unhealthy,
}
+188
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@@ -0,0 +1,188 @@
//! Cursor style decision logic (`renderer/cursor.zig`).
/// Terminal cursor styles (`terminal.CursorStyle`).
// TODO(integration): replace with ghostty_terminal's CursorStyle.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum TerminalCursorStyle {
Bar,
#[default]
Block,
BlockHollow,
Underline,
}
/// The subset of `terminal.RenderState.cursor` that the cursor style
/// decision needs.
// TODO(integration): replace with `&ghostty_terminal::RenderState` (use its
// `cursor` field) once the terminal crate is a dependency.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct RenderStateCursor {
/// Viewport position of the cursor (`None` if it isn't in the viewport).
pub viewport: Option<(u16, u16)>,
/// Whether the terminal is at a password prompt.
pub password_input: bool,
/// Cursor visibility via terminal mode.
pub visible: bool,
/// Whether the cursor is blinking.
pub blinking: bool,
/// The visual style requested by the terminal.
pub visual_style: TerminalCursorStyle,
}
/// Available cursor styles for drawing that renderers must support.
/// This is a superset of terminal cursor styles since the renderer supports
/// some additional cursor states such as the hollow block.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Style {
// Typical cursor input styles
Block,
BlockHollow,
Bar,
Underline,
// Special cursor styles
Lock,
}
impl Style {
/// Create a cursor style from the terminal style request.
pub fn from_terminal(term: TerminalCursorStyle) -> Style {
match term {
TerminalCursorStyle::Bar => Style::Bar,
TerminalCursorStyle::Block => Style::Block,
TerminalCursorStyle::BlockHollow => Style::BlockHollow,
TerminalCursorStyle::Underline => Style::Underline,
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct StyleOptions {
pub preedit: bool,
pub focused: bool,
pub blink_visible: bool,
}
/// Returns the cursor style to use for the current render state or None
/// if a cursor should not be rendered at all.
pub fn style(state: &RenderStateCursor, opts: StyleOptions) -> Option<Style> {
// Note the order of conditionals below is important. It represents
// a priority system of how we determine what state overrides cursor
// visibility and style.
// The cursor must be visible in the viewport to be rendered.
state.viewport?;
// If we are in preedit, then we always show the block cursor. We do
// this even if the cursor is explicitly not visible because it shows
// an important editing state to the user.
if opts.preedit {
return Some(Style::Block);
}
// If we're at a password input its always a lock.
if state.password_input {
return Some(Style::Lock);
}
// If the cursor is explicitly not visible by terminal mode, we don't render.
if !state.visible {
return None;
}
// If we're not focused, our cursor is always visible so that
// we can show the hollow box.
if !opts.focused {
return Some(Style::BlockHollow);
}
// If the cursor is blinking and our blink state is not visible,
// then we don't show the cursor.
if state.blinking && !opts.blink_visible {
return None;
}
// Otherwise, we use whatever style the terminal wants.
Some(Style::from_terminal(state.visual_style))
}
#[cfg(test)]
mod tests {
use super::*;
// The Zig tests drive a real Terminal + RenderState; until
// ghostty-terminal is a dependency these build the cursor state directly
// with the values the Zig tests produce.
// TODO(integration): port to use Terminal/RenderState.
fn state(visible: bool, blinking: bool) -> RenderStateCursor {
RenderStateCursor {
viewport: Some((0, 0)),
password_input: false,
visible,
blinking,
visual_style: TerminalCursorStyle::Bar,
}
}
fn o(preedit: bool, focused: bool, blink_visible: bool) -> StyleOptions {
StyleOptions {
preedit,
focused,
blink_visible,
}
}
#[test]
fn cursor_default_uses_configured_style() {
let s = state(true, true);
assert_eq!(style(&s, o(false, true, true)), Some(Style::Bar));
assert_eq!(style(&s, o(false, false, true)), Some(Style::BlockHollow));
assert_eq!(style(&s, o(false, false, false)), Some(Style::BlockHollow));
assert_eq!(style(&s, o(false, true, false)), None);
}
#[test]
fn cursor_blinking_disabled() {
let s = state(true, false);
assert_eq!(style(&s, o(false, true, true)), Some(Style::Bar));
assert_eq!(style(&s, o(false, true, false)), Some(Style::Bar));
assert_eq!(style(&s, o(false, false, true)), Some(Style::BlockHollow));
assert_eq!(style(&s, o(false, false, false)), Some(Style::BlockHollow));
}
#[test]
fn cursor_explicitly_not_visible() {
let s = state(false, false);
for focused in [true, false] {
for blink in [true, false] {
assert_eq!(style(&s, o(false, focused, blink)), None);
}
}
}
#[test]
fn cursor_always_block_with_preedit() {
let mut s = state(true, true);
for focused in [true, false] {
for blink in [true, false] {
assert_eq!(style(&s, o(true, focused, blink)), Some(Style::Block));
}
}
// If we're scrolled though, then we don't show the cursor.
s.viewport = None;
for focused in [true, false] {
for blink in [true, false] {
assert_eq!(style(&s, o(true, focused, blink)), None);
}
}
}
#[test]
fn cursor_password_input_is_lock() {
let mut s = state(false, true);
s.password_input = true;
assert_eq!(style(&s, o(false, true, true)), Some(Style::Lock));
assert_eq!(style(&s, o(true, true, true)), Some(Style::Block));
}
}
+22 -1
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@@ -1 +1,22 @@
//! ghostty-renderer: see docs/rewrite/ARCHITECTURE.md for the module map.
//! ghostty-renderer: OpenGL renderer building blocks (see
//! docs/rewrite/ARCHITECTURE.md and docs/rewrite/notes/ghostty-renderer-R1.md).
//!
//! Terminal-independent parts of `renderer/`: the OpenGL graphics API backend
//! and its GPU object wrappers, shaders and their std140 data layouts,
//! shadertoy custom-shader conversion, size math and cursor style logic.
#![cfg_attr(test, allow(clippy::unwrap_used))]
pub mod backend;
pub mod cursor;
pub mod math;
pub mod message;
pub mod opengl;
pub mod options;
pub mod shadertoy;
pub mod size;
pub use backend::{Backend, Health};
pub use cursor::{Style as CursorStyle, style as cursor_style};
pub use opengl::OpenGL;
pub use size::{CellSize, Coordinate, GridSize, Padding, ScreenSize, Size};
+34
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@@ -0,0 +1,34 @@
//! Math helpers (`src/math.zig`), only what the renderer needs.
/// A 4x4 matrix as four column vectors (same layout as Zig's `[4]@Vector(4, f32)`).
pub type Mat = [[f32; 4]; 4];
/// 2D orthographic projection matrix
pub fn ortho2d(left: f32, right: f32, bottom: f32, top: f32) -> Mat {
let w = right - left;
let h = top - bottom;
[
[2.0 / w, 0.0, 0.0, 0.0],
[0.0, 2.0 / h, 0.0, 0.0],
[0.0, 0.0, -1.0, 0.0],
[-(right + left) / w, -(top + bottom) / h, 0.0, 1.0],
]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn ortho2d_maps_corners() {
let m = ortho2d(0.0, 800.0, 600.0, 0.0);
let apply = |x: f32, y: f32| {
(
m[0][0] * x + m[1][0] * y + m[3][0],
m[0][1] * x + m[1][1] * y + m[3][1],
)
};
assert_eq!(apply(0.0, 0.0), (-1.0, 1.0));
assert_eq!(apply(800.0, 600.0), (1.0, -1.0));
}
}
+117
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@@ -0,0 +1,117 @@
//! Messages that can be sent to a renderer thread (`renderer/message.zig`).
use std::sync::Arc;
use ghostty_font::SharedGrid;
use crate::size::Size;
/// Key identifying a font grid in the `SharedGridSet`.
// TODO(integration): replace with ghostty_font's SharedGridSet key once
// SharedGridSet is ported (it needs ghostty-config).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct SharedGridKey(pub u64);
/// The renderer-thread derived config (`renderer.Thread.DerivedConfig`).
// TODO(integration): defined with Thread.zig (deferred; needs ghostty-config).
#[derive(Debug, Clone, Default)]
pub struct ThreadDerivedConfig {}
/// The renderer implementation derived config (`Renderer.DerivedConfig`).
// TODO(integration): defined with generic.zig (deferred; needs ghostty-config).
#[derive(Debug, Clone, Default)]
pub struct RendererDerivedConfig {}
/// A flattened highlight (`terminal.highlight.Flattened`), used for search matches.
// TODO(integration): replace with ghostty_terminal::highlight::Flattened.
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct Flattened {}
/// The messages that can be sent to a renderer thread.
pub enum Message {
/// Purposely crash the renderer. This is used for testing and debugging.
/// See the "crash" binding action.
Crash,
/// A change in state in the window focus that this renderer is
/// rendering within. This is only sent when a change is detected so
/// the renderer is expected to handle all of these.
Focus(bool),
/// A change in the view occlusion state. This can be used to determine
/// if the window is visible or not. A window can be not visible (occluded)
/// and still have focus.
Visible(bool),
/// Reset the cursor blink by immediately showing the cursor then
/// restarting the timer.
ResetCursorBlink,
/// Change the font grid. This can happen for any number of reasons
/// including a font size change, family change, etc.
FontGrid(FontGridChange),
/// Changes the size. The screen size might change, padding, grid, etc.
Resize(Size),
/// The derived configuration to update the renderer with.
ChangeConfig {
thread: Box<ThreadDerivedConfig>,
r#impl: Box<RendererDerivedConfig>,
},
/// Matches for the current viewport from the search thread. These happen
/// async so they may be off for a frame or two from the actually rendered
/// viewport. The renderer must handle this gracefully.
SearchViewportMatches(Vec<Flattened>),
/// The selected match from the search thread. May be None to indicate
/// no match currently.
SearchSelectedMatch(Option<Flattened>),
/// Activate or deactivate the inspector.
Inspector(bool),
/// The macOS display ID has changed for the window.
MacosDisplayId(u32),
}
/// Payload of [`Message::FontGrid`].
pub struct FontGridChange {
pub grid: Arc<SharedGrid>,
/// The key for the new grid. If adopting the new grid fails for any
/// reason, the old grid should be kept but the new key should be
/// dereferenced.
pub new_key: SharedGridKey,
/// After accepting the new grid, the old grid must be dereferenced
/// using this key.
pub old_key: SharedGridKey,
// TODO(integration): upstream also carries `set: *SharedGridSet`.
}
impl Message {
/// Initialize a change_config message.
// TODO(integration): `initChangeConfig(alloc, config)` builds the derived
// configs from `config.Config`; add once the derived config types exist.
pub fn init_change_config(
thread: ThreadDerivedConfig,
r#impl: RendererDerivedConfig,
) -> Message {
Message::ChangeConfig {
thread: Box::new(thread),
r#impl: Box::new(r#impl),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn change_config_message_roundtrip() {
let m = Message::init_change_config(ThreadDerivedConfig {}, RendererDerivedConfig {});
assert!(matches!(m, Message::ChangeConfig { .. }));
}
}
@@ -0,0 +1,134 @@
//! OpenGL data storage for a certain set of equal types (`opengl/buffer.zig`).
use std::marker::PhantomData;
use bytemuck::Pod;
use super::gl::{self, BufferTarget, BufferUsage, Gl, RawBuffer};
/// Options for initializing a buffer.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Options {
pub target: BufferTarget,
pub usage: BufferUsage,
}
impl Default for Options {
fn default() -> Self {
Options {
target: BufferTarget::Array,
usage: BufferUsage::DynamicDraw,
}
}
}
/// 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 struct Buffer<T: Pod> {
gl: Gl,
/// Underlying GL buffer object.
handle: RawBuffer,
/// Options this buffer was allocated with.
pub opts: Options,
/// Current allocated length of the data store.
/// Note this is the number of `T`s, not the size in bytes.
pub len: usize,
_marker: PhantomData<T>,
}
impl<T: Pod> Buffer<T> {
/// The raw GL buffer handle (for passing to render pass steps).
pub fn raw(&self) -> RawBuffer {
self.handle
}
/// Initialize a buffer with the given length pre-allocated.
pub fn init(gl: &Gl, opts: Options, len: usize) -> gl::Result<Self> {
let buffer = gl.create_buffer()?;
let this = Buffer {
gl: gl.clone(),
handle: buffer,
opts,
len,
_marker: PhantomData,
};
// On error `this` is dropped, which destroys the buffer.
gl.bind_buffer(opts.target, Some(buffer));
let r = gl.buffer_data_size(opts.target, len * size_of::<T>(), opts.usage);
gl.bind_buffer(opts.target, None);
r?;
Ok(this)
}
/// Init the buffer filled with the given data.
pub fn init_fill(gl: &Gl, opts: Options, data: &[T]) -> gl::Result<Self> {
let buffer = gl.create_buffer()?;
// NOTE: Zig sets `len = data.len * @sizeOf(T)` here, which is a bug
// (len is documented as a count of `T`s); we store the element count.
let this = Buffer {
gl: gl.clone(),
handle: buffer,
opts,
len: data.len(),
_marker: PhantomData,
};
gl.bind_buffer(opts.target, Some(buffer));
let r = gl.buffer_data(opts.target, bytemuck::cast_slice(data), opts.usage);
gl.bind_buffer(opts.target, None);
r?;
Ok(this)
}
/// 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(&mut self, data: &[T]) -> gl::Result<()> {
self.sync_from_slices(&[data]).map(|_| ())
}
/// Like `Buffer::sync` but takes data from an array of slices, rather
/// than a single slice. Returns the number of items synced.
pub fn sync_from_slices(&mut self, lists: &[&[T]]) -> gl::Result<usize> {
let target = self.opts.target;
self.gl.bind_buffer(target, Some(self.handle));
let r = self.sync_bound(lists);
self.gl.bind_buffer(target, None);
r
}
fn sync_bound(&mut self, lists: &[&[T]]) -> gl::Result<usize> {
let target = self.opts.target;
let total_len: usize = lists.iter().map(|l| l.len()).sum();
// 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;
self.gl
.buffer_data_size(target, self.len * size_of::<T>(), self.opts.usage)?;
}
// We can fit within the buffer so we can just replace bytes.
let mut offset = 0;
for list in lists {
self.gl
.buffer_sub_data(target, offset, bytemuck::cast_slice(list))?;
offset += size_of_val(*list);
}
Ok(total_len)
}
}
impl<T: Pod> Drop for Buffer<T> {
fn drop(&mut self) {
self.gl.delete_buffer(self.handle);
}
}
@@ -0,0 +1,66 @@
//! Wrapper for handling render frames (`opengl/Frame.zig`).
use std::sync::Arc;
use super::OpenGL;
use super::render_pass::{Attachment, Options as RenderPassOptions, RenderPass};
use super::target::Target;
use crate::backend::Health;
/// Options for beginning a frame.
#[derive(Debug, Clone, Copy, Default)]
pub struct Options {}
/// A frame being encoded.
///
/// Upstream holds `*Renderer` and calls `renderer.frameCompleted(health)`
/// after presenting; here the frame borrows the graphics API and
/// [`Frame::complete`] returns the [`Health`] for the renderer to report.
pub struct Frame<'a> {
api: &'a mut OpenGL,
target: Arc<Target>,
}
impl<'a> Frame<'a> {
/// Begin encoding a frame.
///
/// The target is presented via the provided API when completed.
pub fn begin(_opts: Options, api: &'a mut OpenGL, target: Arc<Target>) -> Frame<'a> {
Frame { api, target }
}
/// Add a render pass to this frame with the provided attachments.
/// Returns a RenderPass which allows render steps to be added.
pub fn render_pass<'b>(&self, attachments: &'b [Attachment<'b>]) -> RenderPass<'b> {
let gl = self.api.gl().expect("OpenGL context not initialized");
RenderPass::begin(gl, RenderPassOptions { 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, _sync: bool) -> Health {
let Some(gl) = self.api.gl().cloned() else {
return Health::Unhealthy;
};
gl.finish();
// If there are any GL errors, consider the frame unhealthy.
let health = if gl.get_error().is_ok() {
Health::Healthy
} else {
Health::Unhealthy
};
// If the frame is healthy, present it.
if health == Health::Healthy
&& let Err(err) = self.api.present(&self.target)
{
log::error!("Failed to present render target: err={err}");
}
// Report the health to the renderer.
health
}
}
+844
View File
@@ -0,0 +1,844 @@
//! Thin safe wrapper over `glow` (the Rust equivalent of Ghostty's
//! `pkg/opengl`).
//!
//! This is the only module in the crate that contains `unsafe` code: every
//! `glow::HasContext` method is an `unsafe fn` because GL calls are only valid
//! with a current context on the calling thread. The invariants are
//! documented once here:
//!
//! * A [`Gl`] is only constructed from a context the caller asserts is (or
//! will be) current on the thread that uses it (`Gl::from_loader`).
//! * All object handles are created from, and only ever passed back to, the
//! same `Gl`.
//! * Pointer-carrying calls (`buffer_data`, `tex_image_2d`, ...) are only given
//! Rust slices, so lengths are always valid for the pointed memory.
use std::ffi::c_void;
use std::sync::Arc;
use glow::HasContext;
/// The GL error enum (`pkg/opengl/errors.zig`), plus shader build errors.
#[derive(Debug, Clone, PartialEq, Eq, thiserror::Error)]
pub enum Error {
#[error("GL_INVALID_ENUM")]
InvalidEnum,
#[error("GL_INVALID_VALUE")]
InvalidValue,
#[error("GL_INVALID_OPERATION")]
InvalidOperation,
#[error("GL_INVALID_FRAMEBUFFER_OPERATION")]
InvalidFramebufferOperation,
#[error("GL_OUT_OF_MEMORY")]
OutOfMemory,
#[error("unknown GL error {0:#x}")]
Unknown(u32),
/// Shader compilation or program link failure, with the driver info log.
#[error("shader compile/link failed: {0}")]
CompileFailed(String),
/// Creating an object failed (glGen*/glCreate* returned an error).
#[error("failed to create GL object: {0}")]
CreateFailed(String),
}
pub type Result<T, E = Error> = std::result::Result<T, E>;
/// Handle to a loaded GL context. Cheap to clone (shared).
#[derive(Clone)]
pub struct Gl {
ctx: Arc<glow::Context>,
}
impl std::fmt::Debug for Gl {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Gl").finish_non_exhaustive()
}
}
// Re-exported raw handle types.
pub use glow::{
Buffer as RawBuffer, Framebuffer as RawFramebuffer, Program as RawProgram,
Renderbuffer as RawRenderbuffer, Sampler as RawSampler, Texture as RawTexture,
VertexArray as RawVertexArray,
};
/// Enum for buffer binding targets (`gl.Buffer.Target`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum BufferTarget {
Array = glow::ARRAY_BUFFER,
ElementArray = glow::ELEMENT_ARRAY_BUFFER,
Uniform = glow::UNIFORM_BUFFER,
Storage = glow::SHADER_STORAGE_BUFFER,
}
/// Buffer usage hints (`gl.Buffer.Usage`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum BufferUsage {
StreamDraw = glow::STREAM_DRAW,
StreamRead = glow::STREAM_READ,
StreamCopy = glow::STREAM_COPY,
StaticDraw = glow::STATIC_DRAW,
StaticRead = glow::STATIC_READ,
StaticCopy = glow::STATIC_COPY,
DynamicDraw = glow::DYNAMIC_DRAW,
DynamicRead = glow::DYNAMIC_READ,
DynamicCopy = glow::DYNAMIC_COPY,
}
/// Texture binding targets (`gl.Texture.Target`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum TextureTarget {
D1 = glow::TEXTURE_1D,
D2 = glow::TEXTURE_2D,
D3 = glow::TEXTURE_3D,
D1Array = glow::TEXTURE_1D_ARRAY,
D2Array = glow::TEXTURE_2D_ARRAY,
Rectangle = glow::TEXTURE_RECTANGLE,
CubeMap = glow::TEXTURE_CUBE_MAP,
Buffer = glow::TEXTURE_BUFFER,
D2Multisample = glow::TEXTURE_2D_MULTISAMPLE,
D2MultisampleArray = glow::TEXTURE_2D_MULTISAMPLE_ARRAY,
}
/// Internal format enum for texture images (`gl.Texture.InternalFormat`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum InternalFormat {
Red = glow::RED,
Rgb = glow::RGB8,
Rgba = glow::RGBA8,
Srgb = glow::SRGB8,
Srgba = glow::SRGB8_ALPHA8,
RgbaCompressed = glow::COMPRESSED_RGBA_BPTC_UNORM,
SrgbaCompressed = glow::COMPRESSED_SRGB_ALPHA_BPTC_UNORM,
}
/// Format for texture images (`gl.Texture.Format`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum PixelFormat {
Red = glow::RED,
Rgb = glow::RGB,
Rgba = glow::RGBA,
Bgra = glow::BGRA,
}
/// Minification filter for textures.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(i32)]
pub enum MinFilter {
Nearest = glow::NEAREST as i32,
Linear = glow::LINEAR as i32,
NearestMipmapNearest = glow::NEAREST_MIPMAP_NEAREST as i32,
LinearMipmapNearest = glow::LINEAR_MIPMAP_NEAREST as i32,
NearestMipmapLinear = glow::NEAREST_MIPMAP_LINEAR as i32,
LinearMipmapLinear = glow::LINEAR_MIPMAP_LINEAR as i32,
}
/// Magnification filter for textures.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(i32)]
pub enum MagFilter {
Nearest = glow::NEAREST as i32,
Linear = glow::LINEAR as i32,
}
/// Texture coordinate wrapping mode.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(i32)]
pub enum Wrap {
ClampToEdge = glow::CLAMP_TO_EDGE as i32,
ClampToBorder = glow::CLAMP_TO_BORDER as i32,
MirroredRepeat = glow::MIRRORED_REPEAT as i32,
Repeat = glow::REPEAT as i32,
}
/// Primitive types we support drawing (same subset as Metal).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum Primitive {
Point = glow::POINTS,
Line = glow::LINES,
LineStrip = glow::LINE_STRIP,
Triangle = glow::TRIANGLES,
TriangleStrip = glow::TRIANGLE_STRIP,
}
/// Framebuffer binding targets.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum FramebufferTarget {
Framebuffer = glow::FRAMEBUFFER,
Draw = glow::DRAW_FRAMEBUFFER,
Read = glow::READ_FRAMEBUFFER,
}
/// Framebuffer attachment points.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u32)]
pub enum Attachment {
Color0 = glow::COLOR_ATTACHMENT0,
Depth = glow::DEPTH_ATTACHMENT,
Stencil = glow::STENCIL_ATTACHMENT,
DepthStencil = glow::DEPTH_STENCIL_ATTACHMENT,
}
/// A previous framebuffer binding, restored by [`Gl::unbind_framebuffer`].
#[derive(Debug, Clone, Copy)]
pub struct FramebufferBinding {
pub target: FramebufferTarget,
previous: Option<RawFramebuffer>,
}
/// Component type of a vertex attribute.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum AttribType {
U8,
U16,
U32,
I8,
I16,
I32,
F16,
F32,
F64,
}
impl Gl {
/// Load GL function pointers with `loader` (e.g. `eglGetProcAddress`, or
/// for GTK's GLArea the global loader) and wrap the resulting context.
///
/// `loader` receives GL symbol names and returns the function address or
/// null. The GL context must be current on this thread and must stay
/// current (on whichever thread uses this `Gl`) while it is used.
pub fn from_loader<F>(mut loader: F) -> Gl
where
F: FnMut(&str) -> *const c_void,
{
// SAFETY: glow documents that the loader must return valid function
// pointers for the current context (or null); the caller supplies a
// real GL loader. The returned context is only used with that context
// current.
let ctx = unsafe { glow::Context::from_loader_function(|s| loader(s)) };
Gl { ctx: Arc::new(ctx) }
}
/// Like [`Gl::from_loader`] but also installs Ghostty's debug-message
/// callback (`glDebugMessageCallback`) on the context.
pub fn from_loader_with_debug<F>(mut loader: F) -> Gl
where
F: FnMut(&str) -> *const c_void,
{
// SAFETY: see `from_loader`.
let mut ctx = unsafe { glow::Context::from_loader_function(|s| loader(s)) };
// SAFETY: the context is current (caller contract); the callback is a
// plain Rust closure with no captured state.
unsafe {
ctx.debug_message_callback(debug_message);
}
Gl { ctx: Arc::new(ctx) }
}
/// The (major, minor) of the loaded GL context.
pub fn version(&self) -> (u32, u32) {
let v = self.ctx.version();
(v.major, v.minor)
}
/// Raw `glow` context, for operations the wrapper doesn't cover.
pub fn raw(&self) -> &glow::Context {
&self.ctx
}
/// `glGetError`: the error (if any) from the last OpenGL operation.
pub fn get_error(&self) -> Result<()> {
// SAFETY: see module docs.
let e = unsafe { self.ctx.get_error() };
match e {
glow::NO_ERROR => Ok(()),
glow::INVALID_ENUM => Err(Error::InvalidEnum),
glow::INVALID_VALUE => Err(Error::InvalidValue),
glow::INVALID_OPERATION => Err(Error::InvalidOperation),
glow::INVALID_FRAMEBUFFER_OPERATION => Err(Error::InvalidFramebufferOperation),
glow::OUT_OF_MEMORY => Err(Error::OutOfMemory),
other => Err(Error::Unknown(other)),
}
}
/// Enable a capability (`glEnable`).
pub fn enable(&self, cap: u32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.enable(cap) };
self.get_error()
}
/// Disable a capability (`glDisable`).
pub fn disable(&self, cap: u32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.disable(cap) };
self.get_error()
}
pub fn blend_func(&self, src: u32, dst: u32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.blend_func(src, dst) };
self.get_error()
}
pub fn viewport(&self, x: i32, y: i32, w: i32, h: i32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.viewport(x, y, w, h) };
self.get_error()
}
/// Returns the current viewport `[x, y, w, h]`.
pub fn get_viewport(&self) -> [i32; 4] {
let mut out = [0i32; 4];
// SAFETY: GL_VIEWPORT writes exactly four ints into the slice.
unsafe { self.ctx.get_parameter_i32_slice(glow::VIEWPORT, &mut out) };
out
}
pub fn pixel_store_i32(&self, mode: u32, value: i32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.pixel_store_i32(mode, value) };
self.get_error()
}
pub fn clear_color(&self, r: f32, g: f32, b: f32, a: f32) {
// SAFETY: see module docs.
unsafe { self.ctx.clear_color(r, g, b, a) };
}
pub fn clear(&self, mask: u32) {
// SAFETY: see module docs.
unsafe { self.ctx.clear(mask) };
}
pub fn finish(&self) {
// SAFETY: see module docs.
unsafe { self.ctx.finish() };
}
pub fn flush(&self) {
// SAFETY: see module docs.
unsafe { self.ctx.flush() };
}
pub fn draw_arrays_instanced(
&self,
mode: Primitive,
first: i32,
count: i32,
instances: i32,
) -> Result<()> {
// SAFETY: see module docs; vertex data comes from bound GL buffers.
unsafe {
self.ctx
.draw_arrays_instanced(mode as u32, first, count, instances);
}
self.get_error()
}
/// `glBlitFramebuffer` with the currently bound read/draw framebuffers.
#[allow(clippy::too_many_arguments)]
pub fn blit_framebuffer(
&self,
src: (i32, i32, i32, i32),
dst: (i32, i32, i32, i32),
mask: u32,
filter: u32,
) {
// SAFETY: see module docs.
unsafe {
self.ctx.blit_framebuffer(
src.0, src.1, src.2, src.3, dst.0, dst.1, dst.2, dst.3, mask, filter,
);
}
}
/// Read RGBA8 pixels from the currently bound read framebuffer.
pub fn read_pixels_rgba8(&self, x: i32, y: i32, w: i32, h: i32) -> Vec<u8> {
let mut out = vec![0u8; (w.max(0) as usize) * (h.max(0) as usize) * 4];
// SAFETY: `out` is exactly w*h*4 bytes, which is what RGBA/UNSIGNED_BYTE
// reads at the default pack alignment of 4 (rows are a multiple of 4).
unsafe {
self.ctx.read_pixels(
x,
y,
w,
h,
glow::RGBA,
glow::UNSIGNED_BYTE,
glow::PixelPackData::Slice(Some(&mut out)),
);
}
out
}
// ------------------------------------------------------------ buffers
pub fn create_buffer(&self) -> Result<RawBuffer> {
// SAFETY: see module docs.
unsafe { self.ctx.create_buffer() }.map_err(Error::CreateFailed)
}
pub fn delete_buffer(&self, b: RawBuffer) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_buffer(b) };
}
pub fn bind_buffer(&self, target: BufferTarget, b: Option<RawBuffer>) {
// SAFETY: see module docs.
unsafe { self.ctx.bind_buffer(target as u32, b) };
}
pub fn bind_buffer_base(&self, target: BufferTarget, idx: u32, b: RawBuffer) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.bind_buffer_base(target as u32, idx, Some(b)) };
self.get_error()
}
/// `glBufferData` with a null pointer: allocate `size` bytes.
pub fn buffer_data_size(
&self,
target: BufferTarget,
size: usize,
usage: BufferUsage,
) -> Result<()> {
// SAFETY: see module docs.
unsafe {
self.ctx
.buffer_data_size(target as u32, size as i32, usage as u32);
};
self.get_error()
}
pub fn buffer_data(&self, target: BufferTarget, data: &[u8], usage: BufferUsage) -> Result<()> {
// SAFETY: slice pointer/len are valid.
unsafe {
self.ctx
.buffer_data_u8_slice(target as u32, data, usage as u32);
};
self.get_error()
}
pub fn buffer_sub_data(&self, target: BufferTarget, offset: usize, data: &[u8]) -> Result<()> {
// SAFETY: slice pointer/len are valid.
unsafe {
self.ctx
.buffer_sub_data_u8_slice(target as u32, offset as i32, data);
}
self.get_error()
}
// ----------------------------------------------------------- programs
/// Create a program from vertex and fragment shader source: compile both,
/// attach and link (`Program.createVF`).
pub fn create_program_vf(&self, vsrc: &str, fsrc: &str) -> Result<RawProgram> {
let gl = &*self.ctx;
let compile = |ty: u32, src: &str| -> Result<glow::Shader> {
// SAFETY: see module docs.
unsafe {
let s = gl.create_shader(ty).map_err(Error::CreateFailed)?;
gl.shader_source(s, src);
gl.compile_shader(s);
if gl.get_shader_compile_status(s) {
return Ok(s);
}
let log = gl.get_shader_info_log(s);
log::error!("shader compilation failure id={s:?} message={log}");
gl.delete_shader(s);
Err(Error::CompileFailed(log))
}
};
let vs = compile(glow::VERTEX_SHADER, vsrc)?;
let fs = match compile(glow::FRAGMENT_SHADER, fsrc) {
Ok(fs) => fs,
Err(e) => {
// SAFETY: see module docs.
unsafe { gl.delete_shader(vs) };
return Err(e);
}
};
// SAFETY: see module docs.
unsafe {
let result = (|| {
let p = gl.create_program().map_err(Error::CreateFailed)?;
gl.attach_shader(p, vs);
gl.attach_shader(p, fs);
gl.link_program(p);
if gl.get_program_link_status(p) {
return Ok(p);
}
let log = gl.get_program_info_log(p);
log::error!("program link failure id={p:?} message={log}");
gl.delete_program(p);
Err(Error::CompileFailed(log))
})();
gl.delete_shader(vs);
gl.delete_shader(fs);
result
}
}
pub fn use_program(&self, p: Option<RawProgram>) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.use_program(p) };
self.get_error()
}
pub fn delete_program(&self, p: RawProgram) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_program(p) };
}
// ------------------------------------------------------ vertex arrays
pub fn create_vertex_array(&self) -> Result<RawVertexArray> {
// SAFETY: see module docs.
unsafe { self.ctx.create_vertex_array() }.map_err(Error::CreateFailed)
}
pub fn delete_vertex_array(&self, v: RawVertexArray) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_vertex_array(v) };
}
pub fn bind_vertex_array(&self, v: Option<RawVertexArray>) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.bind_vertex_array(v) };
self.get_error()
}
/// Configure attribute `idx` on the currently bound VAO (`VertexArray.Binding`
/// enableAttribArray + attributeBinding + bindingDivisor + attribute*Format).
pub fn setup_vertex_attrib(
&self,
idx: u32,
binding: u32,
divisor: u32,
size: i32,
ty: AttribType,
offset: u32,
) -> Result<()> {
let gl = &*self.ctx;
// SAFETY: see module docs.
unsafe {
gl.enable_vertex_attrib_array(idx);
self.get_error()?;
gl.vertex_attrib_binding(idx, binding);
self.get_error()?;
gl.vertex_binding_divisor(binding, divisor);
self.get_error()?;
match ty {
AttribType::U8 => {
gl.vertex_attrib_format_i32(idx, size, glow::UNSIGNED_BYTE, offset);
}
AttribType::U16 => {
gl.vertex_attrib_format_i32(idx, size, glow::UNSIGNED_SHORT, offset);
}
AttribType::U32 => {
gl.vertex_attrib_format_i32(idx, size, glow::UNSIGNED_INT, offset);
}
AttribType::I8 => gl.vertex_attrib_format_i32(idx, size, glow::BYTE, offset),
AttribType::I16 => gl.vertex_attrib_format_i32(idx, size, glow::SHORT, offset),
AttribType::I32 => gl.vertex_attrib_format_i32(idx, size, glow::INT, offset),
AttribType::F16 => {
gl.vertex_attrib_format_f32(idx, size, glow::HALF_FLOAT, false, offset);
}
AttribType::F32 => {
gl.vertex_attrib_format_f32(idx, size, glow::FLOAT, false, offset);
}
AttribType::F64 => gl.vertex_attrib_format_f64(idx, size, glow::DOUBLE, offset),
}
}
self.get_error()
}
/// `glBindVertexBuffer` on the currently bound VAO.
pub fn bind_vertex_buffer(
&self,
idx: u32,
b: RawBuffer,
offset: i32,
stride: i32,
) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.bind_vertex_buffer(idx, Some(b), offset, stride) };
self.get_error()
}
// ------------------------------------------------------- framebuffers
pub fn create_framebuffer(&self) -> Result<RawFramebuffer> {
// SAFETY: see module docs.
unsafe { self.ctx.create_framebuffer() }.map_err(Error::CreateFailed)
}
pub fn delete_framebuffer(&self, f: RawFramebuffer) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_framebuffer(f) };
}
/// Bind a framebuffer, remembering what was bound before (the default
/// framebuffer isn't always zero, so it's queried at runtime).
pub fn bind_framebuffer(
&self,
f: RawFramebuffer,
target: FramebufferTarget,
) -> FramebufferBinding {
// SAFETY: see module docs.
unsafe {
let current = self.ctx.get_parameter_i32(glow::FRAMEBUFFER_BINDING);
self.ctx.bind_framebuffer(target as u32, Some(f));
FramebufferBinding {
target,
previous: u32::try_from(current)
.ok()
.and_then(std::num::NonZeroU32::new)
.map(glow::NativeFramebuffer),
}
}
}
/// Restore the framebuffer binding that was current before `bind_framebuffer`.
pub fn unbind_framebuffer(&self, b: FramebufferBinding) {
// SAFETY: see module docs.
unsafe { self.ctx.bind_framebuffer(b.target as u32, b.previous) };
}
pub fn framebuffer_texture_2d(
&self,
b: &FramebufferBinding,
attachment: Attachment,
textarget: TextureTarget,
texture: RawTexture,
level: i32,
) -> Result<()> {
// SAFETY: see module docs.
unsafe {
self.ctx.framebuffer_texture_2d(
b.target as u32,
attachment as u32,
textarget as u32,
Some(texture),
level,
);
}
self.get_error()
}
pub fn framebuffer_renderbuffer(
&self,
b: &FramebufferBinding,
attachment: Attachment,
rb: RawRenderbuffer,
) -> Result<()> {
// SAFETY: see module docs.
unsafe {
self.ctx.framebuffer_renderbuffer(
b.target as u32,
attachment as u32,
glow::RENDERBUFFER,
Some(rb),
);
}
self.get_error()
}
/// Returns true if the currently bound framebuffer (at `target`) is complete.
pub fn framebuffer_complete(&self, target: FramebufferTarget) -> bool {
// SAFETY: see module docs.
unsafe { self.ctx.check_framebuffer_status(target as u32) == glow::FRAMEBUFFER_COMPLETE }
}
pub fn create_renderbuffer(&self) -> Result<RawRenderbuffer> {
// SAFETY: see module docs.
unsafe { self.ctx.create_renderbuffer() }.map_err(Error::CreateFailed)
}
pub fn delete_renderbuffer(&self, r: RawRenderbuffer) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_renderbuffer(r) };
}
pub fn bind_renderbuffer(&self, r: Option<RawRenderbuffer>) {
// SAFETY: see module docs.
unsafe { self.ctx.bind_renderbuffer(glow::RENDERBUFFER, r) };
}
/// `glRenderbufferStorage` on the currently bound renderbuffer.
pub fn renderbuffer_storage(&self, format: InternalFormat, w: i32, h: i32) -> Result<()> {
// SAFETY: see module docs.
unsafe {
self.ctx
.renderbuffer_storage(glow::RENDERBUFFER, format as u32, w, h);
};
self.get_error()
}
// ----------------------------------------------------------- textures
pub fn create_texture(&self) -> Result<RawTexture> {
// SAFETY: see module docs.
unsafe { self.ctx.create_texture() }.map_err(Error::CreateFailed)
}
pub fn delete_texture(&self, t: RawTexture) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_texture(t) };
}
pub fn bind_texture(&self, target: TextureTarget, t: Option<RawTexture>) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.bind_texture(target as u32, t) };
self.get_error()
}
/// `glActiveTexture(GL_TEXTURE0 + index)`.
pub fn active_texture(&self, index: u32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.active_texture(glow::TEXTURE0 + index) };
self.get_error()
}
pub fn tex_parameter_i32(&self, target: TextureTarget, name: u32, value: i32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.tex_parameter_i32(target as u32, name, value) };
self.get_error()
}
#[allow(clippy::too_many_arguments)]
/// `glTexImage2D` (level, border 0, `GL_UNSIGNED_BYTE`) on the bound texture.
pub fn tex_image_2d(
&self,
target: TextureTarget,
level: i32,
internal: InternalFormat,
width: i32,
height: i32,
format: PixelFormat,
data: Option<&[u8]>,
) -> Result<()> {
// SAFETY: the slice (if any) is a valid byte slice; as in Ghostty the
// caller is responsible for it being at least width*height*bpp bytes.
unsafe {
self.ctx.tex_image_2d(
target as u32,
level,
internal as i32,
width,
height,
0,
format as u32,
glow::UNSIGNED_BYTE,
glow::PixelUnpackData::Slice(data),
);
}
self.get_error()
}
#[allow(clippy::too_many_arguments)]
/// `glTexSubImage2D` (`GL_UNSIGNED_BYTE`) on the bound texture.
pub fn tex_sub_image_2d(
&self,
target: TextureTarget,
level: i32,
x: i32,
y: i32,
width: i32,
height: i32,
format: PixelFormat,
data: &[u8],
) -> Result<()> {
// SAFETY: see `tex_image_2d`.
unsafe {
self.ctx.tex_sub_image_2d(
target as u32,
level,
x,
y,
width,
height,
format as u32,
glow::UNSIGNED_BYTE,
glow::PixelUnpackData::Slice(Some(data)),
);
}
self.get_error()
}
// ----------------------------------------------------------- samplers
pub fn create_sampler(&self) -> Result<RawSampler> {
// SAFETY: see module docs.
unsafe { self.ctx.create_sampler() }.map_err(Error::CreateFailed)
}
pub fn delete_sampler(&self, s: RawSampler) {
// SAFETY: see module docs.
unsafe { self.ctx.delete_sampler(s) };
}
pub fn sampler_parameter_i32(&self, s: RawSampler, name: u32, value: i32) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.sampler_parameter_i32(s, name, value) };
self.get_error()
}
pub fn bind_sampler(&self, unit: u32, s: RawSampler) -> Result<()> {
// SAFETY: see module docs.
unsafe { self.ctx.bind_sampler(unit, Some(s)) };
self.get_error()
}
}
/// Parameter names used by the textures/samplers (`gl.Texture.Parameter`).
pub mod param {
pub const MIN_FILTER: u32 = glow::TEXTURE_MIN_FILTER;
pub const MAG_FILTER: u32 = glow::TEXTURE_MAG_FILTER;
pub const WRAP_S: u32 = glow::TEXTURE_WRAP_S;
pub const WRAP_T: u32 = glow::TEXTURE_WRAP_T;
}
/// The GL debug message callback (`glDebugMessageCallback` in OpenGL.zig).
fn debug_message(src: u32, typ: u32, id: u32, severity: u32, msg: &str) {
let src_str = match src {
glow::DEBUG_SOURCE_API => "OpenGL API",
glow::DEBUG_SOURCE_WINDOW_SYSTEM => "Window System",
glow::DEBUG_SOURCE_SHADER_COMPILER => "Shader Compiler",
glow::DEBUG_SOURCE_THIRD_PARTY => "Third Party",
glow::DEBUG_SOURCE_APPLICATION => "User",
glow::DEBUG_SOURCE_OTHER => "Other",
_ => "Unknown",
};
let typ_str = match typ {
glow::DEBUG_TYPE_ERROR => "Error",
glow::DEBUG_TYPE_DEPRECATED_BEHAVIOR => "Deprecated Behavior",
glow::DEBUG_TYPE_UNDEFINED_BEHAVIOR => "Undefined Behavior",
glow::DEBUG_TYPE_PORTABILITY => "Portability Issue",
glow::DEBUG_TYPE_PERFORMANCE => "Performance Issue",
glow::DEBUG_TYPE_MARKER => "Marker",
glow::DEBUG_TYPE_PUSH_GROUP => "Group Push",
glow::DEBUG_TYPE_POP_GROUP => "Group Pop",
glow::DEBUG_TYPE_OTHER => "Other",
_ => "Unknown",
};
match severity {
glow::DEBUG_SEVERITY_HIGH => log::error!("[{id}] ({src_str}: {typ_str}) {msg}"),
glow::DEBUG_SEVERITY_MEDIUM => log::warn!("[{id}] ({src_str}: {typ_str}) {msg}"),
glow::DEBUG_SEVERITY_LOW => log::info!("[{id}] ({src_str}: {typ_str}) {msg}"),
glow::DEBUG_SEVERITY_NOTIFICATION => {
log::debug!("[{id}] ({src_str}: {typ_str}) {msg}");
}
_ => log::warn!("UNKNOWN SEVERITY [{id}] ({src_str}: {typ_str}) {msg}"),
}
}
+412
View File
@@ -0,0 +1,412 @@
//! Graphics API wrapper for OpenGL (`renderer/OpenGL.zig` and `renderer/opengl/*`).
//!
//! The context itself is owned by the apprt (a `GtkGLArea` for GTK). The
//! renderer never creates a context: it is given a `get_proc_address` loader
//! closure (see [`OpenGL::prepare_context`]) by the apprt once the context is
//! current, and everything afterwards goes through the [`Gl`] handle.
pub mod buffer;
pub mod frame;
#[allow(unsafe_code)]
pub mod gl;
pub mod pipeline;
pub mod render_pass;
pub mod sampler;
pub mod shaders;
pub mod target;
pub mod texture;
use std::ffi::c_void;
use std::sync::Arc;
use ghostty_font::atlas::{Atlas, Format as AtlasFormat};
pub use self::buffer::Buffer;
pub use self::frame::Frame;
pub use self::gl::Gl;
use self::gl::{
BufferTarget, BufferUsage, FramebufferTarget, InternalFormat, MagFilter, MinFilter,
PixelFormat, TextureTarget, Wrap,
};
pub use self::pipeline::Pipeline;
pub use self::render_pass::RenderPass;
pub use self::sampler::Sampler;
pub use self::target::Target;
pub use self::texture::Texture;
use crate::shadertoy;
pub type GraphicsApi = OpenGL;
/// Custom shaders are converted to GLSL for OpenGL.
pub const CUSTOM_SHADER_TARGET: shadertoy::Target = shadertoy::Target::Glsl;
/// The fragCoord for OpenGL shaders is +Y = up.
pub const CUSTOM_SHADER_Y_IS_DOWN: bool = false;
/// Because OpenGL's frame completion is always
/// sync, we have no need for multi-buffering.
pub const SWAP_CHAIN_COUNT: usize = 1;
/// We require at least OpenGL 4.3
pub const MIN_VERSION_MAJOR: u32 = 4;
pub const MIN_VERSION_MINOR: u32 = 3;
/// `config.AlphaBlending`.
// TODO(integration): replace with ghostty_config's AlphaBlending.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum AlphaBlending {
#[default]
Native,
Linear,
LinearCorrected,
}
impl AlphaBlending {
pub fn is_linear(self) -> bool {
match self {
AlphaBlending::Native => false,
AlphaBlending::Linear | AlphaBlending::LinearCorrected => true,
}
}
}
#[derive(Debug, thiserror::Error)]
pub enum Error {
#[error(
"OpenGL version is too old, Ghostty requires OpenGL {MIN_VERSION_MAJOR}.{MIN_VERSION_MINOR} (got {0}.{1})"
)]
OpenGLOutdated(u32, u32),
#[error("OpenGL context has not been prepared yet")]
NoContext,
#[error(transparent)]
Gl(#[from] gl::Error),
#[error(transparent)]
Texture(#[from] texture::Error),
}
/// The OpenGL graphics API backend.
pub struct OpenGL {
/// Loaded GL context; `None` until [`OpenGL::prepare_context`] (apprt
/// supplies the loader once the GL context exists).
gl: Option<Gl>,
/// Alpha blending mode
pub blending: AlphaBlending,
/// The most recently presented target, in case we need to present it again.
last_target: Option<Arc<Target>>,
}
/// Pixel format for image texture options.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ImageTextureFormat {
/// 1 byte per pixel grayscale.
Gray,
/// 4 bytes per pixel RGBA.
Rgba,
/// 4 bytes per pixel BGRA.
Bgra,
}
impl ImageTextureFormat {
fn to_pixel_format(self) -> PixelFormat {
match self {
ImageTextureFormat::Gray => PixelFormat::Red,
ImageTextureFormat::Rgba => PixelFormat::Rgba,
ImageTextureFormat::Bgra => PixelFormat::Bgra,
}
}
}
impl OpenGL {
/// Create the backend. `OpenGL.init`; the GL context is attached later
/// with [`OpenGL::prepare_context`] (GTK: from the GLArea `realize`).
pub fn init(blending: AlphaBlending) -> OpenGL {
OpenGL {
gl: None,
blending,
last_target: None,
}
}
/// Create the backend around an already loaded context (used by tests and
/// by apprts that load GL themselves).
pub fn with_gl(blending: AlphaBlending, gl: Gl) -> OpenGL {
OpenGL {
gl: Some(gl),
blending,
last_target: None,
}
}
/// The loaded GL handle, if the context has been prepared.
pub fn gl(&self) -> Option<&Gl> {
self.gl.as_ref()
}
fn gl_or_err(&self) -> Result<&Gl, Error> {
self.gl.as_ref().ok_or(Error::NoContext)
}
/// Prepares the provided GL context, loading it with `get_proc_address`
/// (`prepareContext`). The context must be current on the calling thread.
pub fn prepare_context<F>(&mut self, get_proc_address: F) -> Result<(), Error>
where
F: FnMut(&str) -> *const c_void,
{
let gl = Gl::from_loader_with_debug(get_proc_address);
let (major, minor) = gl.version();
log::info!("loaded OpenGL {major}.{minor}");
// Need to check version before trying to enable it
if major < MIN_VERSION_MAJOR || (major == MIN_VERSION_MAJOR && minor < MIN_VERSION_MINOR) {
log::warn!(
"OpenGL version is too old. Ghostty requires OpenGL {MIN_VERSION_MAJOR}.{MIN_VERSION_MINOR}"
);
return Err(Error::OpenGLOutdated(major, minor));
}
// Enable debug output for the context.
gl.enable(glow::DEBUG_OUTPUT)?;
// Enable SRGB framebuffer for linear blending support.
gl.enable(glow::FRAMEBUFFER_SRGB)?;
self.gl = Some(gl);
Ok(())
}
/// This is called early right after surface creation.
///
/// GTK uses a global OpenGL context, so the apprt passes its loader here.
pub fn surface_init<F>(&mut self, get_proc_address: F) -> Result<(), Error>
where
F: FnMut(&str) -> *const c_void,
{
self.prepare_context(get_proc_address)
}
/// This is called just prior to spinning up the renderer
/// thread for final main thread setup requirements.
pub fn finalize_surface_init(&self) {}
/// Callback called by the renderer thread when it begins.
///
/// GTK doesn't support threaded OpenGL operations as far as I can
/// tell, so we use the renderer thread to setup all the state
/// but then do the actual draws and texture syncs and all that
/// on the main thread. As such, we don't do anything here.
pub fn thread_enter(&self) {}
/// Callback called by the renderer thread when it exits.
///
/// We don't need to do any unloading for GTK because we may
/// be sharing the global bindings with other windows.
pub fn thread_exit(&self) {}
/// Called by the apprt when the display (GLArea) is (re)realized.
pub fn display_realized<F>(&mut self, get_proc_address: F)
where
F: FnMut(&str) -> *const c_void,
{
if let Err(err) = self.prepare_context(get_proc_address) {
log::warn!("Error preparing GL context in displayRealized, err={err}");
}
}
/// Actions taken before doing anything in `drawFrame`.
///
/// Right now there's nothing we need to do for OpenGL.
pub fn draw_frame_start(&mut self) {}
/// Actions taken after `drawFrame` is done.
///
/// Right now there's nothing we need to do for OpenGL.
pub fn draw_frame_end(&mut self) {}
/// Build the shader pipelines, including the post-processing pipelines
/// for `custom_shaders` (GLSL produced by [`shadertoy::load_from_files`]).
pub fn init_shaders<S: AsRef<str>>(
&self,
custom_shaders: &[S],
) -> Result<shaders::Shaders, Error> {
Ok(shaders::Shaders::init(self.gl_or_err()?, custom_shaders)?)
}
/// Get the current size of the runtime surface: `(width, height)`.
pub fn surface_size(&self) -> Result<(u32, u32), Error> {
let viewport = self.gl_or_err()?.get_viewport();
Ok((viewport[2] as u32, viewport[3] as u32))
}
/// Initialize a new render target which can be presented by this API.
pub fn init_target(&self, width: usize, height: usize) -> Result<Target, Error> {
Ok(Target::init(
self.gl_or_err()?,
target::Options {
internal_format: if self.blending.is_linear() {
InternalFormat::Srgba
} else {
InternalFormat::Rgba
},
width,
height,
},
)?)
}
/// Present the provided target.
pub fn present(&mut self, target: &Arc<Target>) -> Result<(), Error> {
let gl = self.gl_or_err()?.clone();
// In order to present a target we blit it to the default framebuffer.
// We disable GL_FRAMEBUFFER_SRGB while doing this blit, otherwise the
// values may be linearized as they're copied, but even though the draw
// framebuffer has a linear internal format, the values in it should be
// sRGB, not linear!
gl.disable(glow::FRAMEBUFFER_SRGB)?;
// Bind the target for reading.
let fbobind = gl.bind_framebuffer(target.framebuffer(), FramebufferTarget::Read);
// Blit
let (w, h) = (target.width as i32, target.height as i32);
gl.blit_framebuffer(
(0, 0, w, h),
(0, 0, w, h),
glow::COLOR_BUFFER_BIT,
glow::NEAREST,
);
gl.unbind_framebuffer(fbobind);
if let Err(err) = gl.enable(glow::FRAMEBUFFER_SRGB) {
log::error!("Error re-enabling GL_FRAMEBUFFER_SRGB, err={err}");
}
// Keep track of this target in case we need to repeat it.
self.last_target = Some(Arc::clone(target));
Ok(())
}
/// Present the last presented target again.
pub fn present_last_target(&mut self) -> Result<(), Error> {
if let Some(target) = self.last_target.clone() {
self.present(&target)?;
}
Ok(())
}
/// Drop the remembered last-presented target (call when the target it
/// refers to is being replaced, e.g. on resize).
pub fn clear_last_target(&mut self) {
self.last_target = None;
}
/// Returns the options to use when constructing buffers.
pub fn buffer_options(&self) -> buffer::Options {
buffer::Options {
target: BufferTarget::Array,
usage: BufferUsage::DynamicDraw,
}
}
pub fn instance_buffer_options(&self) -> buffer::Options {
self.buffer_options()
}
pub fn uniform_buffer_options(&self) -> buffer::Options {
self.buffer_options()
}
pub fn fg_buffer_options(&self) -> buffer::Options {
self.buffer_options()
}
pub fn bg_buffer_options(&self) -> buffer::Options {
self.buffer_options()
}
pub fn image_buffer_options(&self) -> buffer::Options {
self.buffer_options()
}
pub fn bg_image_buffer_options(&self) -> buffer::Options {
self.buffer_options()
}
/// Returns the options to use when constructing textures.
pub fn texture_options(&self) -> texture::Options {
texture::Options {
format: PixelFormat::Rgba,
internal_format: InternalFormat::Srgba,
target: TextureTarget::D2,
min_filter: MinFilter::Linear,
mag_filter: MagFilter::Linear,
wrap_s: Wrap::ClampToEdge,
wrap_t: Wrap::ClampToEdge,
}
}
/// Returns the options to use when constructing samplers.
pub fn sampler_options(&self) -> sampler::Options {
sampler::Options {
min_filter: MinFilter::Linear,
mag_filter: MagFilter::Linear,
wrap_s: Wrap::ClampToEdge,
wrap_t: Wrap::ClampToEdge,
}
}
/// Returns the options to use when constructing textures for images.
pub fn image_texture_options(
&self,
format: ImageTextureFormat,
srgb: bool,
) -> texture::Options {
texture::Options {
format: format.to_pixel_format(),
internal_format: if srgb {
InternalFormat::Srgba
} else {
InternalFormat::Rgba
},
target: TextureTarget::D2,
// TODO: Generate mipmaps for image textures and use
// linear_mipmap_linear filtering so that they
// look good even when scaled way down.
min_filter: MinFilter::Linear,
mag_filter: MagFilter::Linear,
// TODO: Separate out background image options, use
// repeating coordinate modes so we don't have
// to do the modulus in the shader.
wrap_s: Wrap::ClampToEdge,
wrap_t: Wrap::ClampToEdge,
}
}
/// Initializes a Texture suitable for the provided font atlas.
pub fn init_atlas_texture(&self, atlas: &Atlas) -> Result<Texture, Error> {
let (format, internal_format) = match atlas.format {
AtlasFormat::Grayscale => (PixelFormat::Red, InternalFormat::Red),
AtlasFormat::Bgra => (PixelFormat::Bgra, InternalFormat::Srgba),
AtlasFormat::Bgr => panic!("unsupported atlas format for OpenGL texture"),
};
Ok(Texture::init(
self.gl_or_err().map_err(|_| texture::Error::OpenGLFailed)?,
texture::Options {
format,
internal_format,
target: TextureTarget::Rectangle,
min_filter: MinFilter::Nearest,
mag_filter: MagFilter::Nearest,
wrap_s: Wrap::ClampToEdge,
wrap_t: Wrap::ClampToEdge,
},
atlas.size as usize,
atlas.size as usize,
None,
)?)
}
/// Begin a frame. The target is presented via this API when the frame is
/// completed (see [`Frame::complete`]).
pub fn begin_frame(&mut self, target: Arc<Target>) -> Frame<'_> {
Frame::begin(frame::Options::default(), self, target)
}
}
@@ -0,0 +1,160 @@
//! Wrapper for handling render pipelines (`opengl/Pipeline.zig`).
use super::gl::{
self, AttribType, FramebufferTarget, Gl, RawFramebuffer, RawProgram, RawVertexArray,
};
/// Vertex step function.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum StepFunction {
Constant,
#[default]
PerVertex,
PerInstance,
}
/// Options for initializing a render pipeline.
#[derive(Debug, Clone)]
pub struct Options<'a> {
/// GLSL source of the vertex function
pub vertex_fn: &'a str,
/// GLSL source of the fragment function
pub fragment_fn: &'a str,
/// Vertex step function
pub step_fn: StepFunction,
/// Whether to enable blending.
pub blending_enabled: bool,
}
impl<'a> Options<'a> {
pub fn new(vertex_fn: &'a str, fragment_fn: &'a str) -> Self {
Options {
vertex_fn,
fragment_fn,
step_fn: StepFunction::PerVertex,
blending_enabled: true,
}
}
}
/// One vertex attribute of a vertex struct (what Zig derives by comptime
/// reflection over the struct fields in `autoAttribute`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Attribute {
/// Number of components (1 for scalars, N for `[T; N]`).
pub size: i32,
/// Component type.
pub ty: AttribType,
/// Byte offset within the vertex struct.
pub offset: u32,
}
/// A vertex struct whose fields map 1:1 to vertex attribute locations
/// 0, 1, 2, ... in declaration order.
pub trait Vertex: bytemuck::Pod {
const ATTRIBUTES: &'static [Attribute];
}
pub struct Pipeline {
gl: Gl,
pub program: RawProgram,
pub fbo: RawFramebuffer,
pub vao: RawVertexArray,
pub stride: usize,
pub blending_enabled: bool,
}
impl Pipeline {
/// Build a pipeline with vertex attributes derived from `V`
/// (`Pipeline.init(VertexAttributes, opts)`).
pub fn init<V: Vertex>(gl: &Gl, opts: &Options<'_>) -> gl::Result<Pipeline> {
Self::init_impl(gl, Some((V::ATTRIBUTES, size_of::<V>())), opts)
}
/// Build a pipeline without any vertex attributes
/// (`Pipeline.init(null, opts)`).
pub fn init_no_attributes(gl: &Gl, opts: &Options<'_>) -> gl::Result<Pipeline> {
Self::init_impl(gl, None, opts)
}
fn init_impl(
gl: &Gl,
attrs: Option<(&[Attribute], usize)>,
opts: &Options<'_>,
) -> gl::Result<Pipeline> {
// Load and compile our shaders.
let program = gl.create_program_vf(opts.vertex_fn, opts.fragment_fn)?;
let fbo = match gl.create_framebuffer() {
Ok(f) => f,
Err(e) => {
gl.delete_program(program);
return Err(e);
}
};
let vao = match gl.create_vertex_array() {
Ok(v) => v,
Err(e) => {
gl.delete_framebuffer(fbo);
gl.delete_program(program);
return Err(e);
}
};
// From here on, dropping `this` releases everything on error.
let this = Pipeline {
gl: gl.clone(),
program,
fbo,
vao,
stride: attrs.map_or(0, |(_, stride)| stride),
blending_enabled: opts.blending_enabled,
};
let r = (|| -> gl::Result<()> {
gl.use_program(Some(program))?;
let fbobind = gl.bind_framebuffer(fbo, FramebufferTarget::Framebuffer);
let r = (|| {
gl.bind_vertex_array(Some(vao))?;
let r = match attrs {
Some((attrs, _)) => auto_attribute(gl, attrs, opts.step_fn),
None => Ok(()),
};
let _ = gl.bind_vertex_array(None);
r
})();
gl.unbind_framebuffer(fbobind);
let _ = gl.use_program(None);
r
})();
r?;
Ok(this)
}
}
impl Drop for Pipeline {
fn drop(&mut self) {
self.gl.delete_program(self.program);
self.gl.delete_framebuffer(self.fbo);
self.gl.delete_vertex_array(self.vao);
}
}
fn auto_attribute(gl: &Gl, attrs: &[Attribute], step_fn: StepFunction) -> gl::Result<()> {
let divisor: u32 = match step_fn {
StepFunction::PerVertex => 0,
StepFunction::PerInstance => 1,
StepFunction::Constant => u32::MAX,
};
for (i, a) in attrs.iter().enumerate() {
gl.setup_vertex_attrib(i as u32, 0, divisor, a.size, a.ty, a.offset)?;
}
Ok(())
}
@@ -0,0 +1,196 @@
//! Wrapper for handling render passes (`opengl/RenderPass.zig`).
use super::gl::{
Attachment as GlAttachment, BufferTarget, FramebufferTarget, Gl, Primitive, RawBuffer,
};
use super::pipeline::Pipeline;
use super::sampler::Sampler;
use super::target::Target;
use super::texture::Texture;
/// What a color attachment renders into.
pub enum AttachmentTarget<'a> {
Texture(&'a Texture),
Target(&'a Target),
}
/// Describes a color attachment.
pub struct Attachment<'a> {
pub target: AttachmentTarget<'a>,
pub clear_color: Option<[f32; 4]>,
}
/// Options for beginning a render pass.
#[derive(Clone, Copy)]
pub struct Options<'a> {
/// Color attachments for this render pass.
pub attachments: &'a [Attachment<'a>],
}
/// Describes the draw call for a step.
#[derive(Debug, Clone, Copy)]
pub struct Draw {
pub ty: Primitive,
pub vertex_count: usize,
pub instance_count: usize,
}
impl Draw {
pub fn new(ty: Primitive, vertex_count: usize) -> Self {
Draw {
ty,
vertex_count,
instance_count: 1,
}
}
}
/// Describes a step in a render pass.
pub struct Step<'a> {
pub pipeline: &'a Pipeline,
pub uniforms: Option<RawBuffer>,
pub buffers: &'a [Option<RawBuffer>],
pub textures: &'a [Option<&'a Texture>],
pub samplers: &'a [Option<&'a Sampler>],
pub draw: Draw,
}
pub struct RenderPass<'a> {
gl: Gl,
attachments: &'a [Attachment<'a>],
step_number: usize,
}
impl<'a> RenderPass<'a> {
/// Begin a render pass.
pub fn begin(gl: &Gl, opts: Options<'a>) -> RenderPass<'a> {
RenderPass {
gl: gl.clone(),
attachments: opts.attachments,
step_number: 0,
}
}
/// Add a step to this render pass.
///
/// TODO: Errors are silently ignored in this function, maybe they shouldn't be?
/// (Same as upstream; failures are logged at debug level here.)
pub fn step(&mut self, s: &Step<'_>) {
if s.draw.instance_count == 0 {
return;
}
if self.step_(s).is_none() {
log::debug!("render pass step failed");
}
self.step_number += 1;
}
fn step_(&mut self, s: &Step<'_>) -> Option<()> {
let gl = self.gl.clone();
gl.use_program(Some(s.pipeline.program)).ok()?;
// Unbinding on all exit paths.
let r = (|| {
gl.bind_vertex_array(Some(s.pipeline.vao)).ok()?;
let r = self.step_with_vao(s);
let _ = gl.bind_vertex_array(None);
r
})();
let _ = gl.use_program(None);
r
}
fn step_with_vao(&mut self, s: &Step<'_>) -> Option<()> {
let gl = self.gl.clone();
let fbobind = match &self.attachments[0].target {
AttachmentTarget::Target(t) => {
gl.bind_framebuffer(t.framebuffer(), FramebufferTarget::Framebuffer)
}
AttachmentTarget::Texture(t) => {
let fbobind = gl.bind_framebuffer(s.pipeline.fbo, FramebufferTarget::Framebuffer);
if gl
.framebuffer_texture_2d(&fbobind, GlAttachment::Color0, t.target, t.raw(), 0)
.is_err()
{
gl.unbind_framebuffer(fbobind);
return None;
}
fbobind
}
};
let r = self.step_with_fbo(s);
self.gl.unbind_framebuffer(fbobind);
r
}
fn step_with_fbo(&mut self, s: &Step<'_>) -> Option<()> {
let gl = &self.gl;
// If we have a clear color and this is the
// first step in the pass, go ahead and clear.
if self.step_number == 0
&& let Some(c) = self.attachments[0].clear_color
{
gl.clear_color(c[0], c[1], c[2], c[3]);
gl.clear(glow::COLOR_BUFFER_BIT);
}
// Bind the uniform buffer we bind at index 1 to align with Metal.
if let Some(ubo) = s.uniforms {
gl.bind_buffer_base(BufferTarget::Uniform, 1, ubo).ok()?;
}
// Bind relevant texture units.
for (i, t) in s.textures.iter().enumerate() {
if let Some(tex) = t {
gl.active_texture(i as u32).ok()?;
gl.bind_texture(tex.target, Some(tex.raw())).ok()?;
}
}
// Bind relevant samplers.
for (i, sampler) in s.samplers.iter().enumerate() {
if let Some(sampler) = sampler {
gl.bind_sampler(i as u32, sampler.raw()).ok()?;
}
}
// Bind 0th buffer as the vertex buffer,
// and bind the rest as storage buffers.
if !s.buffers.is_empty() {
if let Some(vbo) = s.buffers[0] {
gl.bind_vertex_buffer(0, vbo, 0, s.pipeline.stride as i32)
.ok()?;
}
for (i, b) in s.buffers.iter().enumerate().skip(1) {
if let Some(buf) = b {
gl.bind_buffer_base(BufferTarget::Storage, i as u32, *buf)
.ok()?;
}
}
}
if s.pipeline.blending_enabled {
gl.enable(glow::BLEND).ok()?;
gl.blend_func(glow::ONE, glow::ONE_MINUS_SRC_ALPHA).ok()?;
} else {
gl.disable(glow::BLEND).ok()?;
}
gl.draw_arrays_instanced(
s.draw.ty,
0,
s.draw.vertex_count as i32,
s.draw.instance_count as i32,
)
.ok()
}
/// Complete this render pass.
/// This struct can no longer be used after calling this.
pub fn complete(self) {
self.gl.flush();
}
}
@@ -0,0 +1,55 @@
//! Wrapper for handling samplers (`opengl/Sampler.zig`).
use super::gl::{self, Gl, MagFilter, MinFilter, RawSampler, Wrap};
/// Options for initializing a sampler.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Options {
pub min_filter: MinFilter,
pub mag_filter: MagFilter,
pub wrap_s: Wrap,
pub wrap_t: Wrap,
}
#[derive(Debug, thiserror::Error)]
pub enum Error {
/// An OpenGL API call failed.
#[error("OpenGL call failed")]
OpenGLFailed,
}
pub struct Sampler {
gl: Gl,
sampler: RawSampler,
}
impl Sampler {
/// The raw GL sampler handle.
pub fn raw(&self) -> RawSampler {
self.sampler
}
/// Initialize a sampler
pub fn init(gl: &Gl, opts: Options) -> Result<Sampler, Error> {
let sampler = gl.create_sampler().map_err(|_| Error::OpenGLFailed)?;
// Dropped (and destroyed) on error.
let this = Sampler {
gl: gl.clone(),
sampler,
};
let p = |name, v| gl.sampler_parameter_i32(sampler, name, v);
(|| -> gl::Result<()> {
p(gl::param::WRAP_S, opts.wrap_s as i32)?;
p(gl::param::WRAP_T, opts.wrap_t as i32)?;
p(gl::param::MIN_FILTER, opts.min_filter as i32)?;
p(gl::param::MAG_FILTER, opts.mag_filter as i32)
})()
.map_err(|_| Error::OpenGLFailed)?;
Ok(this)
}
}
impl Drop for Sampler {
fn drop(&mut self) {
self.gl.delete_sampler(self.sampler);
}
}
@@ -0,0 +1,572 @@
//! Shader pipelines and GPU data layouts for OpenGL (`opengl/shaders.zig`).
use bytemuck::{Pod, Zeroable};
use super::gl::{self, AttribType, Gl};
use super::pipeline::{Attribute, Options as PipelineOptions, Pipeline, StepFunction, Vertex};
use crate::math::Mat;
/// `shaders/glsl/common.glsl`, the only `#include`d file.
const COMMON_GLSL: &str = include_str!("../../shaders/glsl/common.glsl");
const FULL_SCREEN_V: &str = include_str!("../../shaders/glsl/full_screen.v.glsl");
const BG_COLOR_F: &str = include_str!("../../shaders/glsl/bg_color.f.glsl");
const CELL_BG_F: &str = include_str!("../../shaders/glsl/cell_bg.f.glsl");
const CELL_TEXT_V: &str = include_str!("../../shaders/glsl/cell_text.v.glsl");
const CELL_TEXT_F: &str = include_str!("../../shaders/glsl/cell_text.f.glsl");
const IMAGE_V: &str = include_str!("../../shaders/glsl/image.v.glsl");
const IMAGE_F: &str = include_str!("../../shaders/glsl/image.f.glsl");
const BG_IMAGE_V: &str = include_str!("../../shaders/glsl/bg_image.v.glsl");
const BG_IMAGE_F: &str = include_str!("../../shaders/glsl/bg_image.f.glsl");
/// This contains the state for the shaders used by the OpenGL renderer.
pub struct Shaders {
pub bg_color: Pipeline,
pub cell_bg: Pipeline,
pub cell_text: Pipeline,
pub image: Pipeline,
pub bg_image: Pipeline,
/// 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.
pub post_pipelines: Vec<Pipeline>,
}
impl Shaders {
/// 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<S: AsRef<str>>(gl: &Gl, post_shaders: &[S]) -> gl::Result<Shaders> {
let full_screen_v = process_includes(FULL_SCREEN_V);
let cell_text_v = process_includes(CELL_TEXT_V);
let image_v = process_includes(IMAGE_V);
let bg_image_v = process_includes(BG_IMAGE_V);
let bg_color = Pipeline::init_no_attributes(
gl,
&PipelineOptions {
blending_enabled: false,
..PipelineOptions::new(&full_screen_v, &process_includes(BG_COLOR_F))
},
)?;
let cell_bg = Pipeline::init_no_attributes(
gl,
&PipelineOptions {
blending_enabled: true,
..PipelineOptions::new(&full_screen_v, &process_includes(CELL_BG_F))
},
)?;
let cell_text = Pipeline::init::<CellText>(
gl,
&PipelineOptions {
step_fn: StepFunction::PerInstance,
blending_enabled: true,
..PipelineOptions::new(&cell_text_v, &process_includes(CELL_TEXT_F))
},
)?;
let image = Pipeline::init::<Image>(
gl,
&PipelineOptions {
step_fn: StepFunction::PerInstance,
blending_enabled: true,
..PipelineOptions::new(&image_v, &process_includes(IMAGE_F))
},
)?;
let bg_image = Pipeline::init::<BgImage>(
gl,
&PipelineOptions {
step_fn: StepFunction::PerInstance,
blending_enabled: true,
..PipelineOptions::new(&bg_image_v, &process_includes(BG_IMAGE_F))
},
)?;
let post_pipelines = init_post_pipelines(gl, post_shaders).unwrap_or_else(|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}");
Vec::new()
});
Ok(Shaders {
bg_color,
cell_bg,
cell_text,
image,
bg_image,
post_pipelines,
})
}
}
/// Initialize our custom shader pipelines. The shaders argument is a
/// set of shader source code, not file paths.
fn init_post_pipelines<S: AsRef<str>>(gl: &Gl, shaders: &[S]) -> gl::Result<Vec<Pipeline>> {
// If we have no shaders, do nothing. Otherwise if any error happens
// the already-built pipelines are dropped (destroyed).
shaders
.iter()
.map(|source| init_post_pipeline(gl, source.as_ref()))
.collect()
}
/// Initialize a single custom shader pipeline from shader source.
fn init_post_pipeline(gl: &Gl, data: &str) -> gl::Result<Pipeline> {
let vertex = process_includes(FULL_SCREEN_V);
Pipeline::init_no_attributes(gl, &PipelineOptions::new(&vertex, data))
}
/// Process `#include "file"` directives in an embedded shader source.
///
/// Like upstream this is intentionally simple: it makes a bunch of
/// assumptions about things being well formed and file names not containing
/// quote marks, and the only file that may be included is `common.glsl`
/// (included files are not themselves processed).
pub fn process_includes(contents: &str) -> String {
let mut i = 0;
while i < contents.len() {
if contents[i..].starts_with("#include") {
assert!(
contents[i..].starts_with("#include \""),
"malformed #include directive"
);
let start = i + "#include \"".len();
let end = start
+ contents[start..]
.find('"')
.expect("unterminated #include directive");
let name = &contents[start..end];
let included = match name {
"common.glsl" => COMMON_GLSL,
other => panic!("unknown shader include {other:?}"),
};
return format!(
"{}{}{}",
&contents[..i],
included,
process_includes(&contents[end + 1..])
);
}
if let Some(j) = contents[i..].find("\n#") {
i += j + 1;
} else {
break;
}
}
contents.to_owned()
}
/// The uniforms that are passed to our shaders (std140 layout, 144 bytes).
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Default, Pod, Zeroable)]
pub struct Uniforms {
/// The projection matrix for turning world coordinates to normalized.
/// This is calculated based on the size of the screen.
pub projection_matrix: Mat,
/// Size of the screen (render target) in pixels.
pub screen_size: [f32; 2],
/// Size of a single cell in pixels, unscaled.
pub cell_size: [f32; 2],
/// Size of the grid in columns and rows.
pub grid_size: [u16; 2],
// Explicit padding so that `grid_padding` is 16-byte aligned (std140).
pub pad0: [u8; 12],
/// The padding around the terminal grid in pixels. In order:
/// top, right, bottom, left.
pub grid_padding: [f32; 4],
/// Bit mask defining which directions to
/// extend cell colors in to the padding.
/// Order, LSB first: left, right, up, down. See [`PaddingExtend`].
pub padding_extend: u32,
/// The minimum contrast ratio for text. The contrast ratio is calculated
/// according to the WCAG 2.0 spec.
pub min_contrast: f32,
/// The cursor position and color.
pub cursor_pos: [u16; 2],
pub cursor_color: [u8; 4],
/// The background color for the whole surface.
pub bg_color: [u8; 4],
/// Various booleans, in a packed bitfield for space efficiency. See [`Bools`].
pub bools: u32,
// Tail padding to the struct's 16-byte alignment (extern struct size).
pub pad1: [u8; 8],
}
/// The `bools` bitfield of [`Uniforms`] (a `packed struct(u32)` upstream).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct Bools {
/// Whether the cursor is 2 cells wide.
pub 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.
pub 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
/// the GPU itself will re-encode the colors for storage.
pub 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.
pub use_linear_correction: bool,
}
impl Bools {
pub const CURSOR_WIDE: u32 = 1;
pub const USE_DISPLAY_P3: u32 = 2;
pub const USE_LINEAR_BLENDING: u32 = 4;
pub const USE_LINEAR_CORRECTION: u32 = 8;
pub fn to_bits(self) -> u32 {
u32::from(self.cursor_wide)
| u32::from(self.use_display_p3) << 1
| u32::from(self.use_linear_blending) << 2
| u32::from(self.use_linear_correction) << 3
}
pub fn from_bits(bits: u32) -> Self {
Bools {
cursor_wide: bits & Self::CURSOR_WIDE != 0,
use_display_p3: bits & Self::USE_DISPLAY_P3 != 0,
use_linear_blending: bits & Self::USE_LINEAR_BLENDING != 0,
use_linear_correction: bits & Self::USE_LINEAR_CORRECTION != 0,
}
}
}
/// The `padding_extend` bitfield of [`Uniforms`] (a `packed struct(u32)` upstream).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct PaddingExtend {
pub left: bool,
pub right: bool,
pub up: bool,
pub down: bool,
}
impl PaddingExtend {
pub fn to_bits(self) -> u32 {
u32::from(self.left)
| u32::from(self.right) << 1
| u32::from(self.up) << 2
| u32::from(self.down) << 3
}
pub fn from_bits(bits: u32) -> Self {
PaddingExtend {
left: bits & 1 != 0,
right: bits & 2 != 0,
up: bits & 4 != 0,
down: bits & 8 != 0,
}
}
}
/// Which atlas a glyph lives in (`CellText.Atlas`).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u8)]
pub enum CellTextAtlas {
Grayscale = 0,
Color = 1,
}
/// This is a single parameter for the terminal cell shader (32 bytes).
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Pod, Zeroable)]
pub struct CellText {
pub glyph_pos: [u32; 2],
pub glyph_size: [u32; 2],
pub bearings: [i16; 2],
pub grid_pos: [u16; 2],
pub color: [u8; 4],
/// A [`CellTextAtlas`] value.
pub atlas: u8,
/// Bit 0: `no_min_contrast`, bit 1: `is_cursor_glyph`. See the consts below.
pub bools: u8,
pub pad: [u8; 2],
}
impl CellText {
pub const NO_MIN_CONTRAST: u8 = 1;
pub const IS_CURSOR_GLYPH: u8 = 2;
pub fn atlas(&self) -> CellTextAtlas {
if self.atlas == 0 {
CellTextAtlas::Grayscale
} else {
CellTextAtlas::Color
}
}
pub fn set_atlas(&mut self, a: CellTextAtlas) {
self.atlas = a as u8;
}
}
impl Vertex for CellText {
const ATTRIBUTES: &'static [Attribute] = &[
Attribute {
size: 2,
ty: AttribType::U32,
offset: core::mem::offset_of!(CellText, glyph_pos) as u32,
},
Attribute {
size: 2,
ty: AttribType::U32,
offset: core::mem::offset_of!(CellText, glyph_size) as u32,
},
Attribute {
size: 2,
ty: AttribType::I16,
offset: core::mem::offset_of!(CellText, bearings) as u32,
},
Attribute {
size: 2,
ty: AttribType::U16,
offset: core::mem::offset_of!(CellText, grid_pos) as u32,
},
Attribute {
size: 4,
ty: AttribType::U8,
offset: core::mem::offset_of!(CellText, color) as u32,
},
Attribute {
size: 1,
ty: AttribType::U8,
offset: core::mem::offset_of!(CellText, atlas) as u32,
},
Attribute {
size: 1,
ty: AttribType::U8,
offset: core::mem::offset_of!(CellText, bools) as u32,
},
];
}
/// This is a single parameter for the cell bg shader.
pub type CellBg = [u8; 4];
/// Single parameter for the image shader. See shader for field details.
/// (48 bytes: the Zig extern struct is 16-byte aligned.)
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Default, Pod, Zeroable)]
pub struct Image {
pub grid_pos: [f32; 2],
pub cell_offset: [f32; 2],
pub source_rect: [f32; 4],
pub dest_size: [f32; 2],
pub pad: [f32; 2],
}
impl Vertex for Image {
const ATTRIBUTES: &'static [Attribute] = &[
Attribute {
size: 2,
ty: AttribType::F32,
offset: core::mem::offset_of!(Image, grid_pos) as u32,
},
Attribute {
size: 2,
ty: AttribType::F32,
offset: core::mem::offset_of!(Image, cell_offset) as u32,
},
Attribute {
size: 4,
ty: AttribType::F32,
offset: core::mem::offset_of!(Image, source_rect) as u32,
},
Attribute {
size: 2,
ty: AttribType::F32,
offset: core::mem::offset_of!(Image, dest_size) as u32,
},
];
}
/// Single parameter for the bg image shader (8 bytes).
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Default, Pod, Zeroable)]
pub struct BgImage {
pub opacity: f32,
/// A packed [`BgImageInfo`] byte.
pub info: u8,
pub pad: [u8; 3],
}
/// `BgImage.Info`, a `packed struct(u8)`: position:u4, fit:u2, repeat:u1, pad:u1.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct BgImageInfo {
pub position: BgImagePosition,
pub fit: BgImageFit,
pub repeat: bool,
}
impl BgImageInfo {
pub fn to_bits(self) -> u8 {
(self.position as u8) | (self.fit as u8) << 4 | u8::from(self.repeat) << 6
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u8)]
pub enum BgImagePosition {
Tl = 0,
Tc = 1,
Tr = 2,
Ml = 3,
Mc = 4,
Mr = 5,
Bl = 6,
Bc = 7,
Br = 8,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u8)]
pub enum BgImageFit {
Contain = 0,
Cover = 1,
Stretch = 2,
None = 3,
}
impl Vertex for BgImage {
const ATTRIBUTES: &'static [Attribute] = &[
Attribute {
size: 1,
ty: AttribType::F32,
offset: core::mem::offset_of!(BgImage, opacity) as u32,
},
Attribute {
size: 1,
ty: AttribType::U8,
offset: core::mem::offset_of!(BgImage, info) as u32,
},
];
}
#[cfg(test)]
mod tests {
use super::*;
use core::mem::{offset_of, size_of};
#[test]
fn uniforms_std140_layout() {
// Offsets from the std140 rules applied to the `Globals` block in
// shaders/glsl/common.glsl.
assert_eq!(offset_of!(Uniforms, projection_matrix), 0);
assert_eq!(offset_of!(Uniforms, screen_size), 64);
assert_eq!(offset_of!(Uniforms, cell_size), 72);
assert_eq!(offset_of!(Uniforms, grid_size), 80);
assert_eq!(offset_of!(Uniforms, grid_padding), 96);
assert_eq!(offset_of!(Uniforms, padding_extend), 112);
assert_eq!(offset_of!(Uniforms, min_contrast), 116);
assert_eq!(offset_of!(Uniforms, cursor_pos), 120);
assert_eq!(offset_of!(Uniforms, cursor_color), 124);
assert_eq!(offset_of!(Uniforms, bg_color), 128);
assert_eq!(offset_of!(Uniforms, bools), 132);
assert_eq!(size_of::<Uniforms>(), 144);
}
#[test]
fn cell_text_layout() {
// Minimizing the size of this struct is important,
// so we test it in order to be aware of any changes.
assert_eq!(size_of::<CellText>(), 32);
assert_eq!(offset_of!(CellText, glyph_pos), 0);
assert_eq!(offset_of!(CellText, glyph_size), 8);
assert_eq!(offset_of!(CellText, bearings), 16);
assert_eq!(offset_of!(CellText, grid_pos), 20);
assert_eq!(offset_of!(CellText, color), 24);
assert_eq!(offset_of!(CellText, atlas), 28);
assert_eq!(offset_of!(CellText, bools), 29);
let offsets: Vec<u32> = CellText::ATTRIBUTES.iter().map(|a| a.offset).collect();
assert_eq!(offsets, [0, 8, 16, 20, 24, 28, 29]);
}
#[test]
fn image_layout() {
assert_eq!(size_of::<Image>(), 48);
let offsets: Vec<u32> = Image::ATTRIBUTES.iter().map(|a| a.offset).collect();
assert_eq!(offsets, [0, 8, 16, 32]);
}
#[test]
fn bg_image_layout() {
assert_eq!(size_of::<BgImage>(), 8);
let offsets: Vec<u32> = BgImage::ATTRIBUTES.iter().map(|a| a.offset).collect();
assert_eq!(offsets, [0, 4]);
let info = BgImageInfo {
position: BgImagePosition::Br,
fit: BgImageFit::None,
repeat: true,
};
assert_eq!(info.to_bits(), 0b0111_1000);
}
#[test]
fn bools_bits_match_glsl() {
// Mirrors the consts in common.glsl.
assert!(COMMON_GLSL.contains("const uint CURSOR_WIDE = 1u;"));
assert!(COMMON_GLSL.contains("const uint USE_DISPLAY_P3 = 2u;"));
assert!(COMMON_GLSL.contains("const uint USE_LINEAR_BLENDING = 4u;"));
assert!(COMMON_GLSL.contains("const uint USE_LINEAR_CORRECTION = 8u;"));
let b = Bools {
cursor_wide: true,
use_display_p3: false,
use_linear_blending: true,
use_linear_correction: true,
};
assert_eq!(b.to_bits(), 1 | 4 | 8);
assert_eq!(Bools::from_bits(b.to_bits()), b);
assert!(COMMON_GLSL.contains("const uint EXTEND_LEFT = 1u;"));
assert!(COMMON_GLSL.contains("const uint EXTEND_DOWN = 8u;"));
let p = PaddingExtend {
left: true,
right: false,
up: false,
down: true,
};
assert_eq!(p.to_bits(), 9);
assert_eq!(PaddingExtend::from_bits(9), p);
}
#[test]
fn process_includes_inlines_common() {
let out = process_includes(CELL_TEXT_V);
// (common.glsl mentions the directive in a comment, so only check the start.)
assert!(!out.starts_with("#include"));
assert!(out.starts_with("#version 430 core"));
assert!(out.contains("layout(binding = 1, std140) uniform Globals"));
// Shaders without includes are returned verbatim.
assert_eq!(process_includes(FULL_SCREEN_V), FULL_SCREEN_V);
}
#[test]
fn process_includes_only_at_line_start() {
let src =
"#version 430 core\n// #include \"x\"\n#include \"common.glsl\"\nvoid main() {}\n";
let out = process_includes(src);
assert!(out.contains("// #include \"x\""));
assert!(out.contains("uniform Globals"));
assert!(out.ends_with("\nvoid main() {}\n"));
}
}
@@ -0,0 +1,83 @@
//! Represents a render target (`opengl/Target.zig`).
//!
//! In this case, an OpenGL renderbuffer-backed framebuffer.
use super::gl::{
self, Attachment, FramebufferTarget, Gl, InternalFormat, RawFramebuffer, RawRenderbuffer,
};
/// Options for initializing a Target
#[derive(Debug, Clone, Copy)]
pub struct Options {
/// Desired width
pub width: usize,
/// Desired height
pub height: usize,
/// Internal format for the renderbuffer.
pub internal_format: InternalFormat,
}
pub struct Target {
gl: Gl,
/// The underlying framebuffer.
framebuffer: RawFramebuffer,
/// The underlying renderbuffer.
renderbuffer: RawRenderbuffer,
/// Current width of this target.
pub width: usize,
/// Current height of this target.
pub height: usize,
}
impl Target {
pub fn framebuffer(&self) -> RawFramebuffer {
self.framebuffer
}
pub fn renderbuffer(&self) -> RawRenderbuffer {
self.renderbuffer
}
pub fn init(gl: &Gl, opts: Options) -> gl::Result<Target> {
let rbo = gl.create_renderbuffer()?;
gl.bind_renderbuffer(Some(rbo));
let r =
gl.renderbuffer_storage(opts.internal_format, opts.width as i32, opts.height as i32);
gl.bind_renderbuffer(None);
if let Err(e) = r {
gl.delete_renderbuffer(rbo);
return Err(e);
}
let fbo = match gl.create_framebuffer() {
Ok(f) => f,
Err(e) => {
gl.delete_renderbuffer(rbo);
return Err(e);
}
};
// Dropping `this` on error cleans up both objects.
let this = Target {
gl: gl.clone(),
framebuffer: fbo,
renderbuffer: rbo,
width: opts.width,
height: opts.height,
};
let bound = gl.bind_framebuffer(fbo, FramebufferTarget::Framebuffer);
let r = gl.framebuffer_renderbuffer(&bound, Attachment::Color0, rbo);
gl.unbind_framebuffer(bound);
r?;
Ok(this)
}
}
impl Drop for Target {
fn drop(&mut self) {
self.gl.delete_framebuffer(self.framebuffer);
self.gl.delete_renderbuffer(self.renderbuffer);
}
}
@@ -0,0 +1,120 @@
//! Wrapper for handling textures (`opengl/Texture.zig`).
use super::gl::{
self, Gl, InternalFormat, MagFilter, MinFilter, PixelFormat, RawTexture, TextureTarget, Wrap,
};
/// Options for initializing a texture.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Options {
pub format: PixelFormat,
pub internal_format: InternalFormat,
pub target: TextureTarget,
pub min_filter: MinFilter,
pub mag_filter: MagFilter,
pub wrap_s: Wrap,
pub wrap_t: Wrap,
}
#[derive(Debug, thiserror::Error)]
pub enum Error {
/// An OpenGL API call failed.
#[error("OpenGL call failed")]
OpenGLFailed,
}
pub struct Texture {
gl: Gl,
handle: RawTexture,
/// The width of this texture.
pub width: usize,
/// The height of this texture.
pub height: usize,
/// Format for this texture.
pub format: PixelFormat,
/// Target for this texture.
pub target: TextureTarget,
}
impl Texture {
/// The raw GL texture handle.
pub fn raw(&self) -> RawTexture {
self.handle
}
/// Initialize a texture
pub fn init(
gl: &Gl,
opts: Options,
width: usize,
height: usize,
data: Option<&[u8]>,
) -> Result<Texture, Error> {
let texture = gl.create_texture().map_err(|_| Error::OpenGLFailed)?;
// On any error below, `this` is dropped and the texture destroyed.
let this = Texture {
gl: gl.clone(),
handle: texture,
width,
height,
format: opts.format,
target: opts.target,
};
let r = (|| -> gl::Result<()> {
gl.bind_texture(opts.target, Some(texture))?;
gl.tex_parameter_i32(opts.target, gl::param::WRAP_S, opts.wrap_s as i32)?;
gl.tex_parameter_i32(opts.target, gl::param::WRAP_T, opts.wrap_t as i32)?;
gl.tex_parameter_i32(opts.target, gl::param::MIN_FILTER, opts.min_filter as i32)?;
gl.tex_parameter_i32(opts.target, gl::param::MAG_FILTER, opts.mag_filter as i32)?;
gl.tex_image_2d(
opts.target,
0,
opts.internal_format,
width as i32,
height as i32,
opts.format,
data,
)
})();
let _ = gl.bind_texture(opts.target, None);
r.map_err(|_| Error::OpenGLFailed)?;
Ok(this)
}
/// Replace a region of the texture with the provided data.
///
/// Does NOT check the dimensions of the data to ensure correctness.
pub fn replace_region(
&self,
x: usize,
y: usize,
width: usize,
height: usize,
data: &[u8],
) -> Result<(), Error> {
self.gl
.bind_texture(self.target, Some(self.handle))
.map_err(|_| Error::OpenGLFailed)?;
let r = self.gl.tex_sub_image_2d(
self.target,
0,
x as i32,
y as i32,
width as i32,
height as i32,
self.format,
data,
);
let _ = self.gl.bind_texture(self.target, None);
r.map_err(|_| Error::OpenGLFailed)
}
}
impl Drop for Texture {
fn drop(&mut self) {
self.gl.delete_texture(self.handle);
}
}
+23
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@@ -0,0 +1,23 @@
//! The options that are used to configure a renderer (`renderer/Options.zig`).
use std::sync::Arc;
use ghostty_font::SharedGrid;
use crate::size::Size;
/// Options for constructing a renderer.
///
/// `config` is the derived renderer configuration (`Renderer.DerivedConfig`).
// TODO(integration): upstream also carries `surface_mailbox`, `rt_surface`
// and `thread` (apprt / Thread.zig types). They are added when the generic
// renderer and the apprt exist; the GL loader closure replaces `rt_surface`.
pub struct Options<C> {
/// The derived configuration for this renderer implementation.
pub config: C,
/// The font grid that should be used along with the key for deref-ing.
pub font_grid: Arc<SharedGrid>,
/// The size of everything.
pub size: Size,
}
+465
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@@ -0,0 +1,465 @@
//! Shadertoy-style custom shader support (`renderer/shadertoy.zig`).
//!
//! Ghostty converts user shaders (shadertoy GLSL, which only define a
//! `mainImage` function) into full GLSL for the active renderer backend. The
//! Zig implementation goes GLSL -> glslang -> SPIR-V -> spirv-cross -> target
//! GLSL/MSL. This port is pure Rust: GLSL -> `naga` (glsl-in frontend,
//! validated) -> `naga` glsl-out backend at version 430 core. See
//! `docs/rewrite/notes/ghostty-renderer-R1.md` for the (small) source
//! adaptations needed for naga's Vulkan-flavoured GLSL frontend.
use std::io::Read;
use std::path::Path;
use bytemuck::{Pod, Zeroable};
use naga::back::glsl as glsl_out;
use naga::front::glsl as glsl_in;
use naga::valid::{Capabilities, ModuleInfo, ValidationFlags, Validator};
/// The shadertoy prefix (declares the uniforms and the `main` entry point).
pub const PREFIX: &str = include_str!("../shaders/shadertoy_prefix.glsl");
/// The uniform struct used for shadertoy shaders (std140, 4496 bytes).
///
/// Field order matches `shadertoy.zig`; explicit `pad*` fields reproduce the
/// padding of the Zig `extern struct` with `align(16)` fields.
#[repr(C)]
#[derive(Debug, Clone, Copy, PartialEq, Pod, Zeroable)]
pub struct Uniforms {
pub resolution: [f32; 3],
pub time: f32,
pub time_delta: f32,
pub frame_rate: f32,
pub frame: i32,
pub pad0: [u8; 4],
pub channel_time: [[f32; 4]; 4],
pub channel_resolution: [[f32; 4]; 4],
pub mouse: [f32; 4],
pub date: [f32; 4],
pub sample_rate: f32,
pub pad1: [u8; 12],
pub current_cursor: [f32; 4],
pub previous_cursor: [f32; 4],
pub current_cursor_color: [f32; 4],
pub previous_cursor_color: [f32; 4],
pub current_cursor_style: i32,
pub previous_cursor_style: i32,
pub cursor_visible: i32,
pub cursor_change_time: f32,
pub time_focus: f32,
pub focus: i32,
pub pad2: [u8; 8],
pub palette: [[f32; 4]; 256],
pub background_color: [f32; 4],
pub foreground_color: [f32; 4],
pub cursor_color: [f32; 4],
pub cursor_text: [f32; 4],
pub selection_background_color: [f32; 4],
pub selection_foreground_color: [f32; 4],
}
impl Default for Uniforms {
fn default() -> Self {
Zeroable::zeroed()
}
}
/// The target to load shaders for.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Target {
Glsl,
/// Metal is out of scope for the Rust port; converting to it fails with
/// [`Error::Unsupported`].
Msl,
}
/// An entry of a `custom-shader` config path list (`RepeatablePath.Value`).
// TODO(integration): replace with ghostty_config's RepeatablePath.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum PathItem {
/// A path that may be missing (`?path`); missing files are skipped.
Optional(String),
/// A path that must exist.
Required(String),
}
#[derive(Debug, thiserror::Error)]
pub enum Error {
#[error("io error: {0}")]
Io(#[from] std::io::Error),
/// The shader source exceeds the 4MB limit.
#[error("shader file too big")]
FileTooBig,
/// GLSL parsing failed (upstream: `error.GlslangFailed`); details are in
/// the [`ShaderLog`].
#[error("GLSL compilation failed")]
GlslangFailed,
/// The parsed module failed validation (upstream: link failure).
#[error("shader validation failed")]
ValidationFailed,
/// Writing the target GLSL failed (upstream: `error.SpvcFailed`).
#[error("GLSL generation failed: {0}")]
SpvcFailed(String),
#[error("unsupported shader target")]
Unsupported,
}
/// Retrieve errors from shader compilation (`SpirvLog`).
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct ShaderLog {
pub info: String,
pub debug: String,
}
/// Load a set of shaders from files and convert them to the target
/// format. The shader order is preserved.
pub fn load_from_files(paths: &[PathItem], target: Target) -> Result<Vec<String>, Error> {
let mut list = Vec::new();
for item in paths {
let (path, optional) = match item {
PathItem::Optional(p) => (p, true),
PathItem::Required(p) => (p, false),
};
let shader = match load_from_file(Path::new(path), target) {
Ok(s) => s,
Err(Error::Io(e)) if optional && e.kind() == std::io::ErrorKind::NotFound => {
continue;
}
Err(e) => return Err(e),
};
log::info!("loaded custom shader path={path}");
list.push(shader);
}
Ok(list)
}
/// Load a single shader from a file and convert it to the target language
/// ready to be used with renderers.
pub fn load_from_file(path: &Path, target: Target) -> Result<String, Error> {
// Read it all into memory -- we don't expect shaders to be large.
const MAX: u64 = 4 * 1024 * 1024; // 4MB
let mut src = Vec::new();
let file = std::fs::File::open(path)?;
file.take(MAX + 1).read_to_end(&mut src)?;
if src.len() as u64 > MAX {
return Err(Error::FileTooBig);
}
let src = String::from_utf8_lossy(&src);
// Convert to full GLSL, then compile.
let mut errlog = ShaderLog::default();
let compiled = match compile_shadertoy(&src, Some(&mut errlog)) {
Ok(c) => c,
Err(err) => {
if !errlog.info.is_empty() || !errlog.debug.is_empty() {
log::warn!(
"spirv error path={} info={} debug={}",
path.display(),
errlog.info,
errlog.debug
);
}
return Err(err);
}
};
match target {
Target::Glsl => glsl_from_compiled(&compiled),
Target::Msl => Err(Error::Unsupported),
}
}
/// Convert a ShaderToy shader into valid GLSL.
///
/// ShaderToy shaders aren't full shaders, they're just implementing a
/// mainImage function and don't define any of the uniforms. This function
/// will convert the ShaderToy shader into a valid GLSL shader that can be
/// compiled and linked.
pub fn glsl_from_shader(src: &str) -> String {
let mut out = String::with_capacity(PREFIX.len() + src.len() + 2);
out.push_str(PREFIX);
out.push_str("\n\n");
out.push_str(src);
out
}
/// A parsed and validated shader module, ready to be converted to target GLSL.
pub struct Compiled {
module: naga::Module,
info: ModuleInfo,
}
/// Compile a ShaderToy shader (just the user's source, without the prefix)
/// to a validated module. Equivalent to `glslFromShader` + `spirvFromGlsl`.
pub fn compile_shadertoy(src: &str, errlog: Option<&mut ShaderLog>) -> Result<Compiled, Error> {
spirv_from_glsl(&glsl_from_shader(src), errlog)
}
/// Compile full fragment-shader GLSL (as produced by [`glsl_from_shader`])
/// into a validated module (`spirvFromGlsl`; the SPIR-V is naga's IR).
///
/// The prefix is written for glslang's Vulkan GLSL. naga's GLSL frontend
/// accepts a stricter subset, so the well known prefix constructs are adapted
/// first (see [`adapt_for_naga`]).
pub fn spirv_from_glsl(src: &str, errlog: Option<&mut ShaderLog>) -> Result<Compiled, Error> {
let adapted = adapt_for_naga(src);
let mut frontend = glsl_in::Frontend::default();
let module = match frontend.parse(
&glsl_in::Options::from(naga::ShaderStage::Fragment),
&adapted,
) {
Ok(m) => m,
Err(e) => {
if let Some(log) = errlog {
log.info = e.emit_to_string(&adapted);
log.debug = String::new();
}
return Err(Error::GlslangFailed);
}
};
let info = match Validator::new(ValidationFlags::all(), Capabilities::all()).validate(&module) {
Ok(i) => i,
Err(e) => {
if let Some(log) = errlog {
log.info = e.emit_to_string(&adapted);
log.debug = format!("{e:?}");
}
return Err(Error::ValidationFailed);
}
};
Ok(Compiled { module, info })
}
/// Rewrites the (verbatim Ghostty) shadertoy prefix constructs that naga's
/// GLSL frontend cannot parse. Source text outside the prefix is untouched
/// except that `main` is moved after the user code.
///
/// * `#version 430 core` -> `#version 460 core` (naga accepts 440/450/460).
/// * `uniform` qualifiers on interface block members are dropped.
/// * `layout(location = 0) in vec4 gl_FragCoord;` is dropped (naga knows the
/// builtin).
/// * the combined `sampler2D iChannel0` becomes a texture + sampler pair and
/// `iChannel0` a macro that combines them, so `texture(iChannel0, uv)`
/// keeps working.
/// * the `mainImage` prototype and `main` are moved after the user code
/// (naga requires callee definitions before their callers).
fn adapt_for_naga(full: &str) -> String {
let mut s = full
.replacen("#version 430 core", "#version 460 core", 1)
.replace(" uniform ", " ")
.replacen("layout(location = 0) in vec4 gl_FragCoord;", "", 1)
.replacen(
"layout(binding = 0) uniform sampler2D iChannel0;",
"layout(set = 0, binding = 0) uniform texture2D iChannel0_tex;\n\
layout(set = 0, binding = 2) uniform sampler iChannel0_smp;\n\
#define iChannel0 sampler2D(iChannel0_tex, iChannel0_smp)",
1,
)
.replacen(
"layout(binding = 1, std140)",
"layout(set = 0, binding = 1, std140)",
1,
)
.replacen(
"void mainImage( out vec4 fragColor, in vec2 fragCoord );\n",
"",
1,
)
.replacen(
"void main() { mainImage (_fragColor, gl_FragCoord.xy); }",
"",
1,
);
s.push_str("\nvoid main() { mainImage (_fragColor, gl_FragCoord.xy); }\n");
s
}
/// Convert a compiled shader to GLSL 430 core (`glslFromSpv`).
pub fn glsl_from_compiled(compiled: &Compiled) -> Result<String, Error> {
const GLSL_VERSION: u16 = 430;
let mut options = glsl_out::Options {
version: glsl_out::Version::Desktop(GLSL_VERSION),
writer_flags: glsl_out::WriterFlags::empty(),
..Default::default()
};
// Map the (set 0) resources to the GL binding points used by the
// renderer: iChannel0 texture at unit 0, the Globals block at binding 1.
for (binding, slot) in [(0u32, 0u8), (1, 1), (2, 0)] {
options
.binding_map
.insert(naga::ResourceBinding { group: 0, binding }, slot);
}
let pipeline = glsl_out::PipelineOptions {
shader_stage: naga::ShaderStage::Fragment,
entry_point: "main".into(),
multiview: None,
};
let mut out = String::new();
let mut writer = glsl_out::Writer::new(
&mut out,
&compiled.module,
&compiled.info,
&options,
&pipeline,
naga::proc::BoundsCheckPolicies::default(),
)
.map_err(|e| {
log::warn!("spirv-cross error message={e}");
Error::SpvcFailed(e.to_string())
})?;
writer.write().map_err(|e| {
log::warn!("spirv-cross error message={e}");
Error::SpvcFailed(e.to_string())
})?;
Ok(out)
}
const TEST_CRT: &str = include_str!("../shaders/test_shadertoy_crt.glsl");
const TEST_FOCUS: &str = include_str!("../shaders/test_shadertoy_focus.glsl");
const TEST_INVALID: &str = include_str!("../shaders/test_shadertoy_invalid.glsl");
/// Test shader sources, for use in GL integration tests.
#[doc(hidden)]
pub mod test_shaders {
pub const CRT: &str = super::TEST_CRT;
pub const FOCUS: &str = super::TEST_FOCUS;
pub const INVALID: &str = super::TEST_INVALID;
}
#[cfg(test)]
mod tests {
use super::*;
use core::mem::{offset_of, size_of};
#[test]
fn spirv() {
let src = glsl_from_shader(TEST_CRT);
spirv_from_glsl(&src, None).expect("crt shader compiles");
}
#[test]
fn spirv_invalid() {
let src = glsl_from_shader(TEST_INVALID);
let mut errlog = ShaderLog::default();
let err = spirv_from_glsl(&src, Some(&mut errlog))
.err()
.expect("invalid shader fails");
assert!(matches!(err, Error::GlslangFailed));
assert_ne!(errlog.info, "");
}
#[test]
fn shadertoy_to_glsl() {
let src = glsl_from_shader(TEST_CRT);
let compiled = spirv_from_glsl(&src, None).unwrap();
let glsl = glsl_from_compiled(&compiled).unwrap();
assert!(glsl.starts_with("#version 430 core"));
assert!(glsl.contains("layout(std140, binding = 1) uniform"));
assert!(glsl.contains("layout(binding = 0) uniform sampler2D"));
}
#[test]
fn shadertoy_to_msl_unsupported() {
let compiled = compile_shadertoy(TEST_CRT, None).unwrap();
assert_eq!(compiled.module.entry_points.len(), 1);
let dir = std::env::temp_dir().join(format!("ghostty-shadertoy-{}", std::process::id()));
std::fs::create_dir_all(&dir).unwrap();
let path = dir.join("crt.glsl");
std::fs::write(&path, TEST_CRT).unwrap();
assert!(matches!(
load_from_file(&path, Target::Msl),
Err(Error::Unsupported)
));
std::fs::remove_dir_all(&dir).ok();
}
#[test]
fn shadertoy_focus_to_glsl() {
let compiled = compile_shadertoy(TEST_FOCUS, None).unwrap();
let glsl = glsl_from_compiled(&compiled).unwrap();
assert!(glsl.contains("iTimeFocus") || glsl.contains("_group_0_binding_1_fs"));
}
#[test]
fn glsl_from_shader_is_prefix_plus_source() {
let out = glsl_from_shader("void mainImage(out vec4 c, in vec2 p) { c = vec4(0.0); }");
assert!(out.starts_with(PREFIX));
assert!(out.contains(&format!("{PREFIX}\n\nvoid mainImage")));
}
#[test]
fn user_helpers_after_main_image_compile() {
let src = "void mainImage(out vec4 c, in vec2 p) { c = vec4(helper(p), 0.0, 0.0, 1.0); }\n\
float helper(vec2 p) { return p.x; }\n";
// helper is defined after use: invalid GLSL, must be rejected, not panic.
assert!(compile_shadertoy(src, None).is_err());
let src = "float helper(vec2 p) { return p.x / iResolution.x; }\n\
void mainImage(out vec4 c, in vec2 p) { c = vec4(helper(p), texture2D(iChannel0, p / iResolution.xy).g, iTime, 1.0); }\n";
compile_shadertoy(src, None).unwrap();
}
#[test]
fn load_from_files_skips_missing_optional() {
let dir =
std::env::temp_dir().join(format!("ghostty-shadertoy-files-{}", std::process::id()));
std::fs::create_dir_all(&dir).unwrap();
let good = dir.join("crt.glsl");
std::fs::write(&good, TEST_CRT).unwrap();
let missing = dir.join("missing.glsl");
let items = [
PathItem::Optional(missing.to_string_lossy().into_owned()),
PathItem::Required(good.to_string_lossy().into_owned()),
];
let shaders = load_from_files(&items, Target::Glsl).unwrap();
assert_eq!(shaders.len(), 1);
let items = [PathItem::Required(missing.to_string_lossy().into_owned())];
assert!(matches!(
load_from_files(&items, Target::Glsl),
Err(Error::Io(_))
));
std::fs::remove_dir_all(&dir).ok();
}
#[test]
fn uniforms_std140_layout() {
// std140 offsets of the `Globals` block in shadertoy_prefix.glsl.
assert_eq!(offset_of!(Uniforms, resolution), 0);
assert_eq!(offset_of!(Uniforms, time), 12);
assert_eq!(offset_of!(Uniforms, time_delta), 16);
assert_eq!(offset_of!(Uniforms, frame_rate), 20);
assert_eq!(offset_of!(Uniforms, frame), 24);
assert_eq!(offset_of!(Uniforms, channel_time), 32);
assert_eq!(offset_of!(Uniforms, channel_resolution), 96);
assert_eq!(offset_of!(Uniforms, mouse), 160);
assert_eq!(offset_of!(Uniforms, date), 176);
assert_eq!(offset_of!(Uniforms, sample_rate), 192);
assert_eq!(offset_of!(Uniforms, current_cursor), 208);
assert_eq!(offset_of!(Uniforms, previous_cursor), 224);
assert_eq!(offset_of!(Uniforms, current_cursor_color), 240);
assert_eq!(offset_of!(Uniforms, previous_cursor_color), 256);
assert_eq!(offset_of!(Uniforms, current_cursor_style), 272);
assert_eq!(offset_of!(Uniforms, previous_cursor_style), 276);
assert_eq!(offset_of!(Uniforms, cursor_visible), 280);
assert_eq!(offset_of!(Uniforms, cursor_change_time), 284);
assert_eq!(offset_of!(Uniforms, time_focus), 288);
assert_eq!(offset_of!(Uniforms, focus), 292);
assert_eq!(offset_of!(Uniforms, palette), 304);
assert_eq!(offset_of!(Uniforms, background_color), 4400);
assert_eq!(offset_of!(Uniforms, foreground_color), 4416);
assert_eq!(offset_of!(Uniforms, cursor_color), 4432);
assert_eq!(offset_of!(Uniforms, cursor_text), 4448);
assert_eq!(offset_of!(Uniforms, selection_background_color), 4464);
assert_eq!(offset_of!(Uniforms, selection_foreground_color), 4480);
assert_eq!(size_of::<Uniforms>(), 4496);
}
}
+498
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@@ -0,0 +1,498 @@
//! Screen/grid/cell/padding size math (`renderer/size.zig`).
/// Terminal cell count integer (`terminal.size.CellCountInt`).
// TODO(integration): re-export from ghostty-terminal once it is a dependency.
pub type CellCountInt = u16;
/// All relevant sizes for a rendered terminal. These are all the sizes that
/// any functionality should need to know about the terminal in order to
/// convert between any coordinate systems.
///
/// See the individual field type documentation for more information on each
/// field. One important note is that any pixel values should already be scaled
/// to the current DPI of the screen. If the DPI changes, the sizes should be
/// recalculated and we expect this to be done by the caller.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct Size {
pub screen: ScreenSize,
pub cell: CellSize,
pub padding: Padding,
}
impl Size {
/// Return the grid size for this size. The grid size is calculated by
/// taking the screen size, removing padding, and dividing by the cell
/// dimensions.
pub fn grid(&self) -> GridSize {
GridSize::init(self.screen.sub_padding(self.padding), self.cell)
}
/// The size of the terminal. This is the same as the screen without
/// padding.
pub fn terminal(&self) -> ScreenSize {
self.screen.sub_padding(self.padding)
}
/// Set the padding to be balanced around the grid. The balanced
/// padding is calculated AFTER the explicit padding is taken
/// into account.
pub fn balance_padding(&mut self, explicit: Padding) {
// This ensure grid() does the right thing
self.padding = explicit;
// Now we can calculate the balanced padding
self.padding = Padding::balanced(self.screen, self.grid(), self.cell);
// The top/bottom padding is interesting. Subjectively, lots of padding
// at the top looks bad. So instead of always being equal (like left/right),
// we force the top padding to be at most equal to the maximum left padding,
// which is the balanced explicit horizontal padding plus half a cell width.
let max_padding_left = (explicit.left + explicit.right + self.cell.width) / 2;
let vshift = self.padding.top.saturating_sub(max_padding_left);
self.padding.top -= vshift;
self.padding.bottom += vshift;
}
}
/// A coordinate. This is defined as a tagged union to allow for different
/// coordinate systems to be represented.
///
/// A coordinate is only valid within the context of a stable Size value.
/// If any of the sizes in the Size struct change, the coordinate is no
/// longer valid and must be recalculated. A conversion function is provided
/// to migrate to a new Size (which may result in failure).
///
/// The coordinate systems are:
///
/// * surface: (0, 0) is the top-left of the surface (with padding). Negative
/// values are allowed and are off the surface. Likewise, values greater
/// than the surface size are off the surface. Units are pixels.
///
/// * terminal: (0, 0) is the top-left of the terminal grid. This is the
/// same as the surface but with the padding removed. Negative values and
/// values greater than the grid size are allowed and are off the terminal.
/// Units are pixels.
///
/// * grid: (0, 0) is the top-left of the grid. Units are in cells. Negative
/// values are not allowed but values greater than the grid size are
/// possible and are off the grid.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum Coordinate {
Surface(SurfaceCoord),
Terminal(TerminalCoord),
Grid(GridCoord),
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum CoordinateTag {
Surface,
Terminal,
Grid,
}
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct SurfaceCoord {
pub x: f64,
pub y: f64,
}
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TerminalCoord {
pub x: f64,
pub y: f64,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct GridCoord {
pub x: CellCountInt,
pub y: CellCountInt,
}
impl Coordinate {
pub fn tag(&self) -> CoordinateTag {
match self {
Coordinate::Surface(_) => CoordinateTag::Surface,
Coordinate::Terminal(_) => CoordinateTag::Terminal,
Coordinate::Grid(_) => CoordinateTag::Grid,
}
}
/// Convert a coordinate to a different space within the same Size.
pub fn convert(self, to: CoordinateTag, size: Size) -> Coordinate {
// Unlikely fast-path but avoid work.
if self.tag() == to {
return self;
}
// To avoid the combinatorial explosion of conversion functions, we
// convert to the surface system first and then reconvert from there.
let surface = self.convert_to_surface(size);
match to {
CoordinateTag::Surface => Coordinate::Surface(surface),
CoordinateTag::Terminal => Coordinate::Terminal(TerminalCoord {
x: surface.x - f64::from(size.padding.left),
y: surface.y - f64::from(size.padding.top),
}),
CoordinateTag::Grid => {
// Get rid of the padding.
let Coordinate::Terminal(term) =
Coordinate::Surface(surface).convert(CoordinateTag::Terminal, size)
else {
unreachable!()
};
// We need our grid to clamp
let grid = size.grid();
// Calculate the grid position.
let cell_width = f64::from(size.cell.width);
let cell_height = f64::from(size.cell.height);
let clamped_x = term.x.max(0.0);
let clamped_y = term.y.max(0.0);
let col = (clamped_x / cell_width) as CellCountInt;
let row = (clamped_y / cell_height) as CellCountInt;
let clamped_col = col.min(grid.columns - 1);
let clamped_row = row.min(grid.rows - 1);
Coordinate::Grid(GridCoord {
x: clamped_col,
y: clamped_row,
})
}
}
}
/// Convert a coordinate to the surface coordinate system.
fn convert_to_surface(self, size: Size) -> SurfaceCoord {
match self {
Coordinate::Surface(v) => v,
Coordinate::Terminal(v) => SurfaceCoord {
x: v.x + f64::from(size.padding.left),
y: v.y + f64::from(size.padding.top),
},
Coordinate::Grid(v) => {
let col = f64::from(v.x);
let row = f64::from(v.y);
let cell_width = f64::from(size.cell.width);
let cell_height = f64::from(size.cell.height);
let padding_left = f64::from(size.padding.left);
let padding_top = f64::from(size.padding.top);
SurfaceCoord {
x: col * cell_width + padding_left,
y: row * cell_height + padding_top,
}
}
}
}
}
/// The dimensions of a single "cell" in the terminal grid.
///
/// The dimensions are dependent on the current loaded set of font glyphs.
/// We calculate the width based on the widest character and the height based
/// on the height requirement for an underscore (the "lowest" -- visually --
/// character).
///
/// The units for the width and height are in world space. They have to
/// be normalized for any renderer implementation.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct CellSize {
pub width: u32,
pub height: u32,
}
/// The dimensions of the screen that the grid is rendered to. This is the
/// terminal screen, so it is likely a subset of the window size. The dimensions
/// should be in pixels.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct ScreenSize {
pub width: u32,
pub height: u32,
}
impl ScreenSize {
/// Subtract padding from the screen size.
pub fn sub_padding(self, padding: Padding) -> ScreenSize {
ScreenSize {
width: self.width.saturating_sub(padding.left + padding.right),
height: self.height.saturating_sub(padding.top + padding.bottom),
}
}
/// Calculates the amount of blank space around the grid. This is possible
/// when padding isn't balanced.
///
/// The "self" screen size here should be the unpadded screen.
pub fn blank_padding(self, padding: Padding, grid: GridSize, cell: CellSize) -> Padding {
let grid_width = u32::from(grid.columns) * cell.width;
let grid_height = u32::from(grid.rows) * cell.height;
let padded_width = grid_width + (padding.left + padding.right);
let padded_height = grid_height + (padding.top + padding.bottom);
// Note these have to use a saturating subtraction to avoid underflow
// because our padding can cause the padded sizes to be larger than
// our real screen if the screen is shrunk to a minimal size such
// as 1x1.
let leftover_width = self.width.saturating_sub(padded_width);
let leftover_height = self.height.saturating_sub(padded_height);
Padding {
top: 0,
bottom: leftover_height,
right: leftover_width,
left: 0,
}
}
/// Returns true if two sizes are equal.
pub fn equals(self, other: ScreenSize) -> bool {
self == other
}
}
/// The dimensions of the grid itself, in rows/columns units.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct GridSize {
pub columns: CellCountInt,
pub rows: CellCountInt,
}
impl GridSize {
/// Initialize a grid size based on a screen and cell size.
pub fn init(screen: ScreenSize, cell: CellSize) -> GridSize {
let mut result = GridSize::default();
result.update(screen, cell);
result
}
/// Update the columns/rows for the grid based on the given screen and
/// cell size.
pub fn update(&mut self, screen: ScreenSize, cell: CellSize) {
let cell_width = cell.width as f32;
let cell_height = cell.height as f32;
let screen_width = screen.width as f32;
let screen_height = screen.height as f32;
let calc_cols = (screen_width / cell_width) as CellCountInt;
let calc_rows = (screen_height / cell_height) as CellCountInt;
self.columns = calc_cols.max(1);
self.rows = calc_rows.max(1);
}
/// Returns true if two sizes are equal.
pub fn equals(self, other: GridSize) -> bool {
self == other
}
}
/// The padding to add to a screen.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub struct Padding {
pub top: u32,
pub bottom: u32,
pub right: u32,
pub left: u32,
}
impl Padding {
/// Returns padding that balances the whitespace around the screen
/// for the given grid and cell sizes.
pub fn balanced(screen: ScreenSize, grid: GridSize, cell: CellSize) -> Padding {
// Turn our cell sizes into floats for the math
let cell_width = cell.width as f32;
let cell_height = cell.height as f32;
// The size of our full grid
let grid_width = f32::from(grid.columns) * cell_width;
let grid_height = f32::from(grid.rows) * cell_height;
// The empty space to the right of a line and bottom of the last row
let space_right = screen.width as f32 - grid_width;
let space_bot = screen.height as f32 - grid_height;
// The padding is split equally along both axes.
let padding_right = (space_right / 2.0).floor();
let padding_left = padding_right;
let padding_bot = (space_bot / 2.0).floor();
let padding_top = padding_bot;
let zero = 0.0f32;
Padding {
top: padding_top.max(zero) as u32,
bottom: padding_bot.max(zero) as u32,
right: padding_right.max(zero) as u32,
left: padding_left.max(zero) as u32,
}
}
/// Equality test between two paddings.
pub fn eql(self, other: Padding) -> bool {
self == other
}
}
/// Add another padding to this one (`Padding.add`).
impl std::ops::Add for Padding {
type Output = Padding;
fn add(self, other: Padding) -> Padding {
Padding {
top: self.top + other.top,
bottom: self.bottom + other.bottom,
right: self.right + other.right,
left: self.left + other.left,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn padding_balanced_on_zero() {
// On some systems, our screen can be zero-sized for a bit, and we
// don't want to end up with negative padding.
let grid = GridSize {
columns: 100,
rows: 37,
};
let cell = CellSize {
width: 10,
height: 20,
};
let screen = ScreenSize {
width: 0,
height: 0,
};
let padding = Padding::balanced(screen, grid, cell);
assert_eq!(Padding::default(), padding);
}
#[test]
fn grid_size_update_exact() {
let mut grid = GridSize::default();
grid.update(
ScreenSize {
width: 100,
height: 40,
},
CellSize {
width: 5,
height: 10,
},
);
assert_eq!(20, grid.columns);
assert_eq!(4, grid.rows);
}
#[test]
fn grid_size_update_rounding() {
let mut grid = GridSize::default();
grid.update(
ScreenSize {
width: 20,
height: 40,
},
CellSize {
width: 6,
height: 15,
},
);
assert_eq!(3, grid.columns);
assert_eq!(2, grid.rows);
}
#[test]
fn coordinate_conversion() {
// A size for testing purposes. Purposely easy to calculate numbers.
let test_size = Size {
screen: ScreenSize {
width: 100,
height: 100,
},
cell: CellSize {
width: 5,
height: 10,
},
padding: Padding::default(),
};
let g = |x, y| Coordinate::Grid(GridCoord { x, y });
let s = |x, y| Coordinate::Surface(SurfaceCoord { x, y });
let table = [
(g(0, 0), s(0.0, 0.0)),
(g(1, 0), s(6.0, 0.0)),
(g(1, 1), s(6.0, 10.0)),
(g(0, 0), s(-10.0, -10.0)),
(
g(test_size.grid().columns - 1, test_size.grid().rows - 1),
s(100_000.0, 100_000.0),
),
];
for (expected, input) in table {
let actual = input.convert(expected.tag(), test_size);
assert_eq!(expected, actual);
}
}
#[test]
fn balance_padding_keeps_top_at_most_max_left() {
let mut size = Size {
screen: ScreenSize {
width: 105,
height: 200,
},
cell: CellSize {
width: 10,
height: 20,
},
padding: Padding::default(),
};
size.balance_padding(Padding::default());
// grid is 10x10 -> 100x200; leftover width 5 => left 2, right 2.
assert_eq!(size.padding.left, 2);
assert_eq!(size.padding.top, 0);
}
#[test]
fn padding_add() {
let a = Padding {
top: 1,
bottom: 2,
right: 3,
left: 4,
};
let sum = a + a;
assert_eq!((sum.top, sum.bottom, sum.right, sum.left), (2, 4, 6, 8));
assert!(sum.eql(a + a));
}
#[test]
fn terminal_and_blank_padding() {
let size = Size {
screen: ScreenSize {
width: 110,
height: 70,
},
cell: CellSize {
width: 10,
height: 20,
},
padding: Padding {
top: 5,
bottom: 5,
left: 5,
right: 5,
},
};
let term = size.terminal();
assert_eq!((term.width, term.height), (100, 60));
let grid = size.grid();
assert_eq!((grid.columns, grid.rows), (10, 3));
let blank = term.blank_padding(size.padding, grid, size.cell);
// 100 - (100 + 10) saturates to 0; 60 - (60 + 10) saturates to 0.
assert_eq!(blank, Padding::default());
}
}
@@ -0,0 +1,390 @@
//! Headless GL integration test: creates a surfaceless EGL context (Mesa),
//! builds every pipeline, compiles the converted shadertoy shaders and runs a
//! tiny render pass, reading the pixels back.
//!
//! Skipped (returns early with a message) when no EGL display / GL 4.3 core
//! context can be created, e.g. on CI without Mesa.
// The EGL loader calls are `unsafe fn`s in khronos-egl (test-only usage).
#![allow(unsafe_code, clippy::unwrap_used)]
use std::ffi::c_void;
use std::sync::Arc;
use ghostty_renderer::opengl::buffer;
use ghostty_renderer::opengl::gl::{Gl, Primitive};
use ghostty_renderer::opengl::render_pass::{Attachment, AttachmentTarget, Draw, Step};
use ghostty_renderer::opengl::shaders::{
BgImage, BgImageFit, BgImageInfo, BgImagePosition, CellText, Image, Uniforms,
};
use ghostty_renderer::opengl::{AlphaBlending, OpenGL};
use ghostty_renderer::shadertoy;
use khronos_egl as egl;
// EGL_PLATFORM_SURFACELESS_MESA, falling back to the default display.
const PLATFORM_SURFACELESS_MESA: egl::Enum = 0x31DD;
struct Headless {
egl: egl::DynamicInstance<egl::EGL1_5>,
display: egl::Display,
context: egl::Context,
}
impl Headless {
fn new() -> Result<Headless, String> {
// SAFETY: loads the system libEGL.
let egl = unsafe { egl::DynamicInstance::<egl::EGL1_5>::load_required() }
.map_err(|e| format!("cannot load libEGL: {e}"))?;
// SAFETY: EGL_DEFAULT_DISPLAY with an empty (terminated) attribute list.
let display = unsafe {
egl.get_platform_display(
PLATFORM_SURFACELESS_MESA,
egl::DEFAULT_DISPLAY,
&[egl::ATTRIB_NONE],
)
}
.or_else(|_| {
// SAFETY: default display handle.
unsafe { egl.get_display(egl::DEFAULT_DISPLAY) }.ok_or(egl::Error::BadDisplay)
})
.map_err(|e| format!("no EGL display: {e}"))?;
egl.initialize(display)
.map_err(|e| format!("eglInitialize: {e}"))?;
egl.bind_api(egl::OPENGL_API)
.map_err(|e| format!("eglBindAPI: {e}"))?;
let attribs = [
egl::RENDERABLE_TYPE,
egl::OPENGL_BIT,
egl::SURFACE_TYPE,
egl::PBUFFER_BIT,
egl::NONE,
];
let config = egl
.choose_first_config(display, &attribs)
.map_err(|e| format!("eglChooseConfig: {e}"))?
.ok_or("no EGL config")?;
let ctx_attribs = [
egl::CONTEXT_MAJOR_VERSION,
4,
egl::CONTEXT_MINOR_VERSION,
3,
egl::CONTEXT_OPENGL_PROFILE_MASK,
egl::CONTEXT_OPENGL_CORE_PROFILE_BIT,
egl::NONE,
];
let context = egl
.create_context(display, config, None, &ctx_attribs)
.map_err(|e| format!("eglCreateContext (GL 4.3 core): {e}"))?;
// Surfaceless: EGL_KHR_surfaceless_context.
egl.make_current(display, None, None, Some(context))
.map_err(|e| format!("eglMakeCurrent: {e}"))?;
Ok(Headless {
egl,
display,
context,
})
}
fn proc_address(&self, name: &str) -> *const c_void {
self.egl
.get_proc_address(name)
.map_or(std::ptr::null(), |f| f as *const c_void)
}
}
impl Drop for Headless {
fn drop(&mut self) {
let _ = self.egl.make_current(self.display, None, None, None);
let _ = self.egl.destroy_context(self.display, self.context);
let _ = self.egl.terminate(self.display);
}
}
fn setup() -> Option<(Headless, OpenGL)> {
let h = match Headless::new() {
Ok(h) => h,
Err(e) => {
eprintln!("SKIP: headless EGL unavailable: {e}");
return None;
}
};
let mut api = OpenGL::init(AlphaBlending::Native);
if let Err(e) = api.prepare_context(|n| h.proc_address(n)) {
eprintln!("SKIP: cannot prepare GL context: {e}");
return None;
}
Some((h, api))
}
/// Returns the pixel at (x, y) of an RGBA readback.
fn px(buf: &[u8], w: usize, x: usize, y: usize) -> [u8; 4] {
let i = (y * w + x) * 4;
[buf[i], buf[i + 1], buf[i + 2], buf[i + 3]]
}
#[test]
fn headless_shaders_compile_and_render() {
let Some((_h, mut api)) = setup() else {
return;
};
let gl: Gl = api.gl().unwrap().clone();
// Convert the shadertoy test shaders to GLSL 430 and build everything.
let custom: Vec<String> = [shadertoy::test_shaders::CRT, shadertoy::test_shaders::FOCUS]
.iter()
.map(|src| {
let c = shadertoy::compile_shadertoy(src, None).unwrap();
shadertoy::glsl_from_compiled(&c).unwrap()
})
.collect();
let shaders = api.init_shaders(&custom).expect("all pipelines compile");
assert_eq!(
shaders.post_pipelines.len(),
2,
"converted shadertoy shaders must compile and link on the driver"
);
// Vertex layouts are accepted by the driver: no GL error pending.
gl.get_error().unwrap();
// ------- A tiny render pass: bg_color fills the target with the bg color.
let (w, h) = (16usize, 8usize);
let target = Arc::new(api.init_target(w, h).unwrap());
let uniforms = Uniforms {
projection_matrix: ghostty_renderer::math::ortho2d(0.0, w as f32, h as f32, 0.0),
screen_size: [w as f32, h as f32],
cell_size: [8.0, 8.0],
grid_size: [2, 1],
bg_color: [10, 200, 30, 255],
..Default::default()
};
let ubo = buffer::Buffer::<Uniforms>::init_fill(
&gl,
buffer::Options {
target: ghostty_renderer::opengl::gl::BufferTarget::Uniform,
usage: ghostty_renderer::opengl::gl::BufferUsage::DynamicDraw,
},
&[uniforms],
)
.unwrap();
// A surfaceless context has no default viewport (GTK's GLArea sets one).
gl.viewport(0, 0, w as i32, h as i32).unwrap();
assert_eq!(api.surface_size().unwrap(), (w as u32, h as u32));
let frame = api.begin_frame(Arc::clone(&target));
{
let attachments = [Attachment {
target: AttachmentTarget::Target(&target),
clear_color: Some([0.0, 0.0, 0.0, 0.0]),
}];
let mut pass = frame.render_pass(&attachments);
pass.step(&Step {
pipeline: &shaders.bg_color,
uniforms: Some(ubo.raw()),
buffers: &[],
textures: &[],
samplers: &[],
draw: Draw::new(Primitive::Triangle, 3),
});
pass.complete();
}
let health = frame.complete(true);
assert_eq!(health, ghostty_renderer::Health::Healthy);
// Read the target back.
let fbobind = gl.bind_framebuffer(
target.framebuffer(),
ghostty_renderer::opengl::gl::FramebufferTarget::Read,
);
let pixels = gl.read_pixels_rgba8(0, 0, w as i32, h as i32);
gl.unbind_framebuffer(fbobind);
gl.get_error().unwrap();
assert_eq!(px(&pixels, w, 0, 0), [10, 200, 30, 255]);
assert_eq!(px(&pixels, w, w - 1, h - 1), [10, 200, 30, 255]);
// ------- The other pipelines draw (instanced) without GL errors.
let instances = buffer::Buffer::<CellText>::init_fill(
&gl,
buffer::Options::default(),
&[CellText {
grid_pos: [0, 0],
color: [255, 255, 255, 255],
..Default::default()
}],
)
.unwrap();
let images = buffer::Buffer::<Image>::init_fill(
&gl,
buffer::Options::default(),
&[Image {
source_rect: [0.0, 0.0, 1.0, 1.0],
dest_size: [4.0, 4.0],
..Default::default()
}],
)
.unwrap();
let bg_images = buffer::Buffer::<BgImage>::init_fill(
&gl,
buffer::Options::default(),
&[BgImage {
opacity: 1.0,
info: BgImageInfo {
position: BgImagePosition::Mc,
fit: BgImageFit::Contain,
repeat: false,
}
.to_bits(),
pad: [0; 3],
}],
)
.unwrap();
let bg_cells = buffer::Buffer::<[u8; 4]>::init_fill(
&gl,
buffer::Options {
target: ghostty_renderer::opengl::gl::BufferTarget::Storage,
..Default::default()
},
&[[1, 2, 3, 255]; 2],
)
.unwrap();
let atlas = ghostty_font::atlas::Atlas::new(64, ghostty_font::atlas::Format::Grayscale);
let atlas_tex = api.init_atlas_texture(&atlas).unwrap();
let sampler = ghostty_renderer::opengl::Sampler::init(&gl, api.sampler_options()).unwrap();
let img_tex = ghostty_renderer::opengl::Texture::init(
&gl,
api.image_texture_options(ghostty_renderer::opengl::ImageTextureFormat::Rgba, true),
1,
1,
Some(&[255, 0, 0, 255]),
)
.unwrap();
let attachments = [Attachment {
target: AttachmentTarget::Target(&target),
clear_color: None,
}];
let mut pass = ghostty_renderer::opengl::RenderPass::begin(
&gl,
ghostty_renderer::opengl::render_pass::Options {
attachments: &attachments,
},
);
pass.step(&Step {
pipeline: &shaders.cell_bg,
uniforms: Some(ubo.raw()),
buffers: &[None, Some(bg_cells.raw())],
textures: &[],
samplers: &[],
draw: Draw::new(Primitive::Triangle, 3),
});
pass.step(&Step {
pipeline: &shaders.cell_text,
uniforms: Some(ubo.raw()),
buffers: &[Some(instances.raw()), Some(bg_cells.raw())],
textures: &[Some(&atlas_tex), Some(&atlas_tex)],
samplers: &[],
draw: Draw {
ty: Primitive::TriangleStrip,
vertex_count: 4,
instance_count: 1,
},
});
pass.step(&Step {
pipeline: &shaders.image,
uniforms: Some(ubo.raw()),
buffers: &[Some(images.raw())],
textures: &[Some(&img_tex)],
samplers: &[Some(&sampler)],
draw: Draw {
ty: Primitive::TriangleStrip,
vertex_count: 4,
instance_count: 1,
},
});
pass.step(&Step {
pipeline: &shaders.bg_image,
uniforms: Some(ubo.raw()),
buffers: &[Some(bg_images.raw())],
textures: &[Some(&img_tex)],
samplers: &[Some(&sampler)],
draw: Draw {
ty: Primitive::TriangleStrip,
vertex_count: 4,
instance_count: 1,
},
});
pass.complete();
gl.finish();
gl.get_error().unwrap();
// ------- Post pipelines render into a texture attachment.
let tex =
ghostty_renderer::opengl::Texture::init(&gl, api.texture_options(), w, h, None).unwrap();
let attachments = [Attachment {
target: AttachmentTarget::Texture(&tex),
clear_color: Some([0.0, 0.0, 0.0, 1.0]),
}];
let mut pass = ghostty_renderer::opengl::RenderPass::begin(
&gl,
ghostty_renderer::opengl::render_pass::Options {
attachments: &attachments,
},
);
let shadertoy_ubo = buffer::Buffer::<shadertoy::Uniforms>::init_fill(
&gl,
buffer::Options {
target: ghostty_renderer::opengl::gl::BufferTarget::Uniform,
..Default::default()
},
&[shadertoy::Uniforms {
resolution: [w as f32, h as f32, 1.0],
..Default::default()
}],
)
.unwrap();
for post in &shaders.post_pipelines {
pass.step(&Step {
pipeline: post,
uniforms: Some(shadertoy_ubo.raw()),
buffers: &[],
textures: &[Some(&img_tex)],
samplers: &[Some(&sampler)],
draw: Draw::new(Primitive::Triangle, 3),
});
}
pass.complete();
gl.finish();
gl.get_error().unwrap();
}
#[test]
fn headless_buffer_sync_grows() {
let Some((_h, api)) = setup() else {
return;
};
let gl = api.gl().unwrap().clone();
let mut b = buffer::Buffer::<u32>::init(&gl, buffer::Options::default(), 2).unwrap();
b.sync(&[1, 2]).unwrap();
assert_eq!(b.len, 2);
b.sync(&[1, 2, 3]).unwrap();
assert_eq!(b.len, 6, "reallocates to double the required size");
let n = b.sync_from_slices(&[&[1, 2], &[3]]).unwrap();
assert_eq!(n, 3);
gl.get_error().unwrap();
}
#[test]
fn headless_invalid_shader_reports_compile_error() {
let Some((_h, api)) = setup() else {
return;
};
let gl = api.gl().unwrap();
let err = gl.create_program_vf("#version 430 core\nvoid main() { nope }", "x");
assert!(matches!(
err,
Err(ghostty_renderer::opengl::gl::Error::CompileFailed(_))
));
}
+92
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# ghostty-renderer — R1 (OpenGL backend, shaders, shadertoy, size, cursor)
Crate lint: `unsafe_code = "deny"`; the only `#[allow(unsafe_code)]` item is `opengl::gl`
(thin safe wrapper over `glow`, every unsafe block has a `// SAFETY:` comment; the
module doc states the shared invariants). The rest of the crate is safe code.
Deps: `glow 0.18`, `naga 30` (features glsl-in, glsl-out, **wgsl-in** — see below),
`bytemuck` (derive), `ghostty-font`, `log`, `thiserror`; dev: `khronos-egl` (dynamic).
`ghostty-config` / `ghostty-terminal` deps removed.
## Module map (Zig -> Rust, `crates/ghostty-renderer/src/`)
| Zig | Rust |
|---|---|
| `pkg/opengl/*` (needed subset) | `opengl/gl.rs` (`Gl` = `Arc<glow::Context>` handle, GL enums, `Error`) |
| `opengl/buffer.zig` | `opengl/buffer.rs` (`Buffer<T: Pod>`, `Options`) |
| `opengl/Texture.zig`, `Sampler.zig`, `Target.zig` | `texture.rs`, `sampler.rs`, `target.rs` (RAII: `Drop` deletes the GL object) |
| `opengl/Pipeline.zig` | `pipeline.rs` (`Vertex` trait with `ATTRIBUTES` replaces comptime reflection) |
| `opengl/RenderPass.zig` | `render_pass.rs` (`RenderPass`, `Step`, `Draw`, `Attachment`) |
| `opengl/Frame.zig` | `frame.rs` (`Frame::complete(sync) -> Health`) |
| `opengl/shaders.zig` | `opengl/shaders.rs` (`Shaders`, `Uniforms`, `CellText`, `Image`, `BgImage`, `process_includes`) |
| `OpenGL.zig` | `opengl/mod.rs` (`OpenGL`) |
| `shaders/*.glsl` | `crates/ghostty-renderer/shaders/` (verbatim copies, `include_str!`) |
| `shadertoy.zig` | `shadertoy.rs` |
| `size.zig`, `cursor.zig`, `backend.zig` (+ `Health` from renderer.zig), `message.zig`, `Options.zig`, `math.zig` (ortho2d) | `size.rs`, `cursor.rs`, `backend.rs`, `message.rs`, `options.rs`, `math.rs` |
## API overview
```rust
// apprt (GTK GLArea realize, context current) supplies the loader:
let mut api = OpenGL::init(AlphaBlending::Native); // or ::with_gl(blending, gl)
api.prepare_context(|name| gtk_get_proc_address(name))?; // loads glow, checks >= 4.3,
// enables DEBUG_OUTPUT + FRAMEBUFFER_SRGB
let shaders = api.init_shaders(&custom_glsl_strings)?; // bg_color, cell_bg, cell_text, image, bg_image, post_pipelines
let target = Arc::new(api.init_target(w, h)?); // sRGB renderbuffer if blending.is_linear()
let frame = api.begin_frame(target.clone());
let mut pass = frame.render_pass(&[Attachment { target: AttachmentTarget::Target(&target), clear_color: Some([0.;4]) }]);
pass.step(&Step { pipeline: &shaders.cell_bg, uniforms: Some(ubo.raw()),
buffers: &[None, Some(bg_cells.raw())], // [0] = vertex buffer, [1..] = SSBO at that index
textures: &[], samplers: &[], draw: Draw::new(Primitive::Triangle, 3) });
pass.complete();
let health = frame.complete(true); // glFinish, glGetError, present (blit to default FB)
```
* Uniform buffer is bound at binding 1, SSBOs at their slice index, textures/samplers at their slice index (same as Zig).
* GPU structs (`bytemuck::Pod`, layouts asserted in tests): `Uniforms` 144 B std140 (pack `bools`/`padding_extend`
with `Bools::to_bits` / `PaddingExtend::to_bits`), `CellText` 32 B, `Image` 48 B, `BgImage` 8 B (`BgImageInfo::to_bits`),
`shadertoy::Uniforms` 4496 B. Explicit `pad*` fields reproduce Zig `extern struct`/`align()` padding (set to 0; use `..Default::default()`).
* Atlas upload: `api.init_atlas_texture(&atlas)` creates the `GL_TEXTURE_RECTANGLE` texture (data `None`);
upload with `Texture::replace_region(0,0,size,size,&atlas.data)` and track `atlas.modified/resized`.
* Textures: `texture_options()`, `image_texture_options(fmt, srgb)`, `sampler_options()`, `*_buffer_options()` mirror OpenGL.zig.
* Threading hooks: `surface_init(loader)`, `display_realized(loader)`, `finalize_surface_init`, `thread_enter/exit`, `draw_frame_start/end`
(GTK semantics preserved: no-ops except context prepare). The GL context must be current on whichever thread calls GL.
* `present` keeps `Arc<Target>` as `last_target` (Zig copied the struct); call `clear_last_target()` when the target is replaced.
* Viewport is NOT set by the renderer (GLArea sets it; `surface_size()` reads GL_VIEWPORT) — a surfaceless EGL context has none.
## shadertoy (glslang + SPIR-V + spirv-cross replaced by naga)
`compile_shadertoy(user_src, errlog) -> Compiled` then `glsl_from_compiled(&Compiled) -> String` (GLSL 430 core), or
`load_from_file(s)` (4 MB limit, optional/required path list `PathItem`; `Target::Msl` -> `Error::Unsupported`).
`glsl_from_shader` still returns prefix + "\n\n" + src verbatim. Errors: `Error::GlslangFailed` (parse; `ShaderLog.info` has naga's
rendered diagnostics, warn-logged like Zig), `ValidationFailed`, `SpvcFailed`.
naga's GLSL frontend only takes a Vulkan-flavoured subset, so `adapt_for_naga` rewrites the **prefix** (the .glsl files are untouched):
`#version 430`->`460`; `uniform` dropped from block members; `layout(location=0) in vec4 gl_FragCoord;` removed (naga builtin);
`sampler2D iChannel0` -> `texture2D`+`sampler` pair with `#define iChannel0 sampler2D(tex, smp)` (so `texture(iChannel0, uv)` and
`texture2D` keep working); `layout(set=0,binding=1,std140)` on Globals; the `mainImage` prototype and `main()` move after the user code
(naga rejects forward declarations). Output keeps `layout(std140, binding = 1) uniform ...` and `layout(binding = 0) uniform sampler2D`,
so the Ghostty binding scheme works; verified by compiling+linking converted crt/focus shaders on Mesa. Limitations: user shaders that pass
`sampler2D` as a function parameter, or define helpers *after* `mainImage` that it calls (invalid GLSL anyway), will fail.
`naga` needs the `wgsl-in` feature only because naga 30.0.1's `front::interpolator` is cfg-gated on spv-in/wgsl-in (glsl-in alone does not compile).
## Tests
Unit 30 + integration 3 (`tests/egl_headless.rs`), all passing.
* size.zig 4/4 ported (`padding_balanced_on_zero`, `grid_size_update_exact`, `grid_size_update_rounding`, `coordinate_conversion`) + 3 added.
* cursor.zig 4/4 ported but drive a locally defined `RenderStateCursor` instead of Terminal/RenderState (TODO(integration)); + password/lock test.
* shadertoy.zig: `spirv`, `spirv invalid`, `shadertoy to glsl` ported (+ focus shader, file loading, helper-order tests);
`shadertoy to msl` skipped (Metal out of scope; replaced by an Unsupported test).
* Layout tests: std140 offsets of `Uniforms`/`shadertoy::Uniforms`, `CellText`=32, `Image`=48, `BgImage`=8, bool bit values vs common.glsl, include processing.
* `tests/egl_headless.rs`: surfaceless Mesa EGL 4.3 core context (`khronos-egl` dynamic, `EGL_PLATFORM_SURFACELESS_MESA`);
builds all 5 pipelines + 2 converted shadertoy post pipelines, renders bg_color into a `Target` and reads back the exact color,
runs cell_bg/cell_text/image/bg_image/post passes with no GL error, buffer growth, shader compile-error reporting.
If no EGL display/context is available the tests print `SKIP:` and return (they do run here).
## Deviations / notes
* `Buffer::init_fill`: Zig sets `len = data.len * sizeof(T)` (bug); we store the element count.
* `Pipeline` drop also deletes its FBO and VAO (Zig only destroyed the program).
* `Frame` no longer holds the renderer; `complete` returns `Health` and the caller calls `frameCompleted`.
* `shadertoy::Uniforms` field order follows Zig (`selection_background_color` before `selection_foreground_color`) while the GLSL
block declares `iSelectionForegroundColor` before `iSelectionBackgroundColor` — upstream quirk preserved, flagged for review.
* Allocator-failure paths and comptime pipeline-collection type building are replaced by plain structs/`Result`.
## TODO(integration) / deferred
* Deferred per assignment: generic.zig, cell.zig, image.zig, link.zig, row.zig, State.zig, Thread.zig, Overlay.zig.
* `opengl::AlphaBlending` (config), `cursor::RenderStateCursor`/`TerminalCursorStyle` (terminal), `size::CellCountInt` (=u16),
`shadertoy::PathItem` (config `RepeatablePath`), `message::{ThreadDerivedConfig, RendererDerivedConfig, Flattened, SharedGridKey}` stubs,
`options::Options` lacks `surface_mailbox/rt_surface/thread`; `Message::init_change_config` takes pre-built derived configs.
* Metal/WebGL (`Backend::Metal/Webgl` variants exist only for parity with backend.zig).