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)
22 lines
394 B
GLSL
22 lines
394 B
GLSL
#include "common.glsl"
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layout(binding = 0) uniform sampler2D image;
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in vec2 tex_coord;
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layout(location = 0) out vec4 out_FragColor;
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void main() {
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bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
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vec4 rgba = texture(image, tex_coord);
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if (!use_linear_blending) {
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rgba = unlinearize(rgba);
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}
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rgba.rgb *= vec3(rgba.a);
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out_FragColor = rgba;
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}
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