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)
62 lines
1.6 KiB
GLSL
62 lines
1.6 KiB
GLSL
#include "common.glsl"
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// Position the origin to the upper left
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layout(origin_upper_left) in vec4 gl_FragCoord;
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// Must declare this output for some versions of OpenGL.
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layout(location = 0) out vec4 out_FragColor;
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layout(binding = 1, std430) readonly buffer bg_cells {
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uint cells[];
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};
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vec4 cell_bg() {
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uvec2 grid_size = unpack2u16(grid_size_packed_2u16);
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ivec2 grid_pos = ivec2(floor((gl_FragCoord.xy - grid_padding.wx) / cell_size));
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bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
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vec4 bg = vec4(0.0);
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// Clamp x position, extends edge bg colors in to padding on sides.
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if (grid_pos.x < 0) {
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if ((padding_extend & EXTEND_LEFT) != 0) {
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grid_pos.x = 0;
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} else {
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return bg;
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}
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} else if (grid_pos.x > grid_size.x - 1) {
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if ((padding_extend & EXTEND_RIGHT) != 0) {
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grid_pos.x = int(grid_size.x) - 1;
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} else {
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return bg;
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}
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}
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// Clamp y position if we should extend, otherwise discard if out of bounds.
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if (grid_pos.y < 0) {
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if ((padding_extend & EXTEND_UP) != 0) {
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grid_pos.y = 0;
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} else {
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return bg;
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}
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} else if (grid_pos.y > grid_size.y - 1) {
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if ((padding_extend & EXTEND_DOWN) != 0) {
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grid_pos.y = int(grid_size.y) - 1;
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} else {
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return bg;
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}
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}
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// Load the color for the cell.
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vec4 cell_color = load_color(
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unpack4u8(cells[grid_pos.y * grid_size.x + grid_pos.x]),
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use_linear_blending
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);
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return cell_color;
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}
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void main() {
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out_FragColor = cell_bg();
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}
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