feat(renderer): port the OpenGL backend, shaders and size math

Ports the terminal-independent half of ZIG/src/renderer (OpenGL only):
- opengl/*: buffers, frames, pipelines, render passes, samplers,
  targets, textures and the OpenGL GraphicsAPI backend on top of glow;
  the GTK GLArea glue is replaced by a get_proc_address loader closure
- the GLSL shaders, copied verbatim and embedded; uniform/vertex structs
  as bytemuck Pod types with std140 offsets asserted in tests
- shadertoy custom shaders converted with naga (GLSL in -> validate ->
  GLSL 430 out) instead of glslang + spirv-cross
- size (screen/grid/cell/padding math), cursor style logic, backend
  health, options and message types

The crate opts into unsafe_code = "deny"; unsafe glow calls live only in
opengl/gl.rs. A headless EGL integration test builds every pipeline and
the converted shadertoy shaders on Mesa and reads back rendered pixels.

Note: Zig's shadertoy Uniforms order the selection background/foreground
colors opposite to the GLSL block (likely an upstream bug); kept as in
Zig for parity and recorded in the notes.

Deferred to the next renderer pass: generic, cell, image, link, row,
State, Thread, Overlay (need terminal render state).

Test Plan:
- cargo test -p ghostty-renderer (33 tests incl. tests/egl_headless.rs)
This commit is contained in:
ddidderr committed 2026-10-11 22:26:09 +02:00
1 parent ac0e05def1
commit c548e63bd1
35 files changed
+5477 -5

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#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); }