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)
73 lines
2.2 KiB
Rust
73 lines
2.2 KiB
Rust
//! Wrapper for handling render frames (`opengl/Frame.zig`).
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use std::sync::Arc;
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use super::{
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LastTarget,
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OpenGL,
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gl::Gl,
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render_pass::{Attachment, Options as RenderPassOptions, RenderPass},
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target::Target,
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};
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use crate::backend::Health;
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/// Options for beginning a frame.
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#[derive(Debug, Clone, Copy, Default)]
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pub struct Options {}
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/// A frame being encoded.
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///
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/// Upstream holds `*Renderer` and calls `renderer.frameCompleted(health)`
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/// after presenting; here [`Frame::complete`] returns the [`Health`] for the
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/// renderer to report. The frame holds its own handles (GL context and the
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/// API's last-presented-target slot) rather than borrowing the API.
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pub struct Frame {
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gl: Gl,
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last_target: LastTarget,
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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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///
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/// The target is presented via the provided API when completed.
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pub fn begin(_opts: Options, api: &OpenGL, target: Arc<Target>) -> Frame {
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Frame {
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gl: api.gl().expect("OpenGL context not initialized").clone(),
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last_target: api.last_target_slot(),
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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<'b>(&self, attachments: &'b [Attachment<'b>]) -> RenderPass<'b> {
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RenderPass::begin(&self.gl, RenderPassOptions { 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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///
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/// NOTE: For OpenGL, `sync` is ignored and we always block.
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pub fn complete(self, _sync: bool) -> Health {
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self.gl.finish();
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// If there are any GL errors, consider the frame unhealthy.
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let health = if self.gl.get_error().is_ok() {
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Health::Healthy
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} else {
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Health::Unhealthy
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};
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// If the frame is healthy, present it.
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if health == Health::Healthy
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&& let Err(err) = super::present_target(&self.gl, &self.last_target, &self.target)
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{
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log::error!("Failed to present render target: err={err}");
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}
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// Report the health to the renderer.
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health
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}
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}
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