feat(macos): port Ghostty's macOS code paths (Metal, CoreText, Darwin)
Ports the macOS-specific Zig code behind cfg(target_os = "macos"): - renderer: a GraphicsApi trait with generic::Renderer<G>; Metal backend (all renderer/metal/* files, shaders.metal verbatim, runtime library compile, IOSurface layer, CVDisplayLink), shadertoy -> MSL via naga; OpenGL remains the backend elsewhere. - font: CoreText face, shaper and discovery with build.rs backend selection (coretext default; coretext-freetype / coretext-harfbuzz / coretext-noshape features), no fontconfig/freetype/harfbuzz on Apple. - input: KeymapDarwin via UCKeyTranslate, option-as-alt, mac keycodes. - os: macos, mach, cf_release_thread, NSProcessInfo args and macOS branches; config: macOS defaults, keybinds, Application Support paths. - termio/core: login(1) wrapping, openpty/execvpe, Darwin child exit handling, os_log logging. Compile-checked for aarch64/x86_64-apple-darwin (clippy -D warnings clean) using the cross setup in docs/rewrite/notes/macos-M1.md; cannot run here. The embedded runtime/C API (embedded.zig) is the next step. Also includes the cross-platform integration edits shared by the crash, verification, Windows and macOS work (Cargo target-gating, thread crash-context hooks, apprt-gtk surface/IME refactor, termio/os cfg gates), a cfg fix so ghostty-config builds on wasm32, and an allow for the intentional recursion in the crash overflow test. Test Plan: - cargo test --workspace (3224 passed) - cargo clippy --workspace --all-targets -- -D warnings - cargo check --target aarch64-apple-darwin -p ghostty-renderer (with the documented cross env)
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//! Wrapper for handling render frames (`metal/Frame.zig`).
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use std::{ptr::NonNull, sync::Arc};
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use block2::RcBlock;
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use objc2::{rc::Retained, runtime::ProtocolObject};
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use objc2_metal::{MTLCommandBuffer, MTLCommandBufferStatus, MTLCommandQueue};
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use super::{IOSurfaceLayer, Metal, Queue, render_pass::RenderPass, target::Target};
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use crate::{
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backend::Health,
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graphics_api::{Attachment, FrameCompletion, GpuFrame},
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};
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/// A frame being encoded: one MTLCommandBuffer.
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pub struct Frame {
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/// MTLCommandBuffer (`None` if the queue failed to create one, in which
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/// case the frame is a no-op that completes unhealthy).
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buffer: Option<Retained<ProtocolObject<dyn MTLCommandBuffer>>>,
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/// The layer the target is presented on.
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layer: IOSurfaceLayer,
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/// The target is presented via the layer when completed.
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target: Arc<Target>,
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}
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impl Frame {
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/// Begin encoding a frame.
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pub fn begin(queue: &Queue, layer: IOSurfaceLayer, target: Arc<Target>) -> Frame {
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let buffer = queue.commandBuffer();
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if buffer.is_none() {
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log::warn!("unable to create a Metal command buffer");
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}
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Frame {
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buffer,
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layer,
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target,
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}
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}
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/// Add a render pass to this frame with the provided attachments.
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/// Returns a RenderPass which allows render steps to be added.
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pub fn render_pass(&self, attachments: &[Attachment<'_, Metal>]) -> RenderPass {
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RenderPass::begin(self.buffer.as_deref(), attachments)
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}
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/// Complete this frame and present the target.
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///
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/// If `sync` is true, this will block until the frame is presented.
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pub fn complete(self, sync: bool, completion: FrameCompletion) {
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let Frame {
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buffer,
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layer,
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target,
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} = self;
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let Some(buffer) = buffer else {
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completion(Health::Unhealthy);
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return;
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};
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// What happens when the command buffer has finished (`bufferCompleted`).
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let finish = move |buffer: &ProtocolObject<dyn MTLCommandBuffer>, sync: bool| {
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// Get our command buffer status to pass back to the generic renderer.
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let health = health_for_status(buffer.status());
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// If the frame is healthy, present it.
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if health == Health::Healthy {
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if sync {
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layer.set_surface_sync(target.surface());
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} else {
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layer.set_surface(target.surface());
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}
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}
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completion(health);
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};
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if sync {
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// If we need to complete synchronously, we wait until the buffer
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// is completed and invoke the callback directly.
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buffer.commit();
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buffer.waitUntilCompleted();
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finish(&buffer, true);
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} else {
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// Otherwise we add our block as a completion handler. It is
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// copied when we add the handler, and then the copy is deallocated
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// by the objc runtime on success.
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let block = RcBlock::new(
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move |buffer: NonNull<ProtocolObject<dyn MTLCommandBuffer>>| {
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// SAFETY: Metal passes the (live) command buffer.
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finish(unsafe { buffer.as_ref() }, false);
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},
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);
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// SAFETY: the block is a valid completion handler and is copied
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// by `addCompletedHandler`.
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unsafe { buffer.addCompletedHandler(RcBlock::as_ptr(&block)) };
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buffer.commit();
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}
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}
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}
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/// The health of a frame from its command buffer status.
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pub fn health_for_status(status: MTLCommandBufferStatus) -> Health {
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if status == MTLCommandBufferStatus::Error {
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Health::Unhealthy
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} else {
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Health::Healthy
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}
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}
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impl GpuFrame<Metal> for Frame {
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fn render_pass<'a>(&'a self, attachments: &'a [Attachment<'a, Metal>]) -> RenderPass
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where
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Metal: 'a,
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{
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Frame::render_pass(self, attachments)
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}
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fn complete(self, sync: bool, completion: FrameCompletion) {
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Frame::complete(self, sync, completion);
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn error_status_is_unhealthy() {
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assert_eq!(
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health_for_status(MTLCommandBufferStatus::Error),
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Health::Unhealthy
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);
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assert_eq!(
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health_for_status(MTLCommandBufferStatus::Completed),
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Health::Healthy
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);
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assert_eq!(
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health_for_status(MTLCommandBufferStatus::NotEnqueued),
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Health::Healthy
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);
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}
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}
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