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https://github.com/ghostty-org/ghostty.git
synced 2025-08-02 14:57:31 +03:00
renderer/opengl: upload kitty image textures
This commit is contained in:
@ -78,6 +78,7 @@ pub const InternalFormat = enum(c_int) {
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pub const Format = enum(c_uint) {
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pub const Format = enum(c_uint) {
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red = c.GL_RED,
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red = c.GL_RED,
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rgb = c.GL_RGB,
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rgb = c.GL_RGB,
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rgba = c.GL_RGBA,
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bgra = c.GL_BGRA,
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bgra = c.GL_BGRA,
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// There are so many more that I haven't filled in.
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// There are so many more that I haven't filled in.
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@ -22,7 +22,11 @@ const math = @import("../math.zig");
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const Surface = @import("../Surface.zig");
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const Surface = @import("../Surface.zig");
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const CellProgram = @import("opengl/CellProgram.zig");
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const CellProgram = @import("opengl/CellProgram.zig");
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const gl_image = @import("opengl/image.zig");
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const custom = @import("opengl/custom.zig");
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const custom = @import("opengl/custom.zig");
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const Image = gl_image.Image;
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const ImageMap = gl_image.ImageMap;
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const ImagePlacementList = std.ArrayListUnmanaged(gl_image.Placement);
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const log = std.log.scoped(.grid);
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const log = std.log.scoped(.grid);
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@ -103,6 +107,12 @@ draw_mutex: DrawMutex = drawMutexZero,
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/// terminal is in reversed mode.
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/// terminal is in reversed mode.
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draw_background: terminal.color.RGB,
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draw_background: terminal.color.RGB,
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/// The images that we may render.
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images: ImageMap = .{},
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image_placements: ImagePlacementList = .{},
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image_bg_end: u32 = 0,
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image_text_end: u32 = 0,
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/// Defererred OpenGL operation to update the screen size.
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/// Defererred OpenGL operation to update the screen size.
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const SetScreenSize = struct {
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const SetScreenSize = struct {
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size: renderer.ScreenSize,
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size: renderer.ScreenSize,
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@ -307,6 +317,13 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
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pub fn deinit(self: *OpenGL) void {
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pub fn deinit(self: *OpenGL) void {
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self.font_shaper.deinit();
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self.font_shaper.deinit();
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{
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var it = self.images.iterator();
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while (it.next()) |kv| kv.value_ptr.deinit(self.alloc);
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self.images.deinit(self.alloc);
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}
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self.image_placements.deinit(self.alloc);
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if (self.gl_state) |*v| v.deinit(self.alloc);
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if (self.gl_state) |*v| v.deinit(self.alloc);
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self.cells.deinit(self.alloc);
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self.cells.deinit(self.alloc);
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@ -623,6 +640,13 @@ pub fn updateFrame(
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cursor_blink_visible,
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cursor_blink_visible,
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);
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);
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// If we have Kitty graphics data, we enter a SLOW SLOW SLOW path.
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// We only do this if the Kitty image state is dirty meaning only if
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// it changes.
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if (state.terminal.screen.kitty_images.dirty) {
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try self.prepKittyGraphics(state.terminal);
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}
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break :critical .{
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break :critical .{
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.gl_bg = self.background_color,
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.gl_bg = self.background_color,
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.selection = selection,
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.selection = selection,
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@ -651,6 +675,158 @@ pub fn updateFrame(
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}
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}
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}
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}
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/// This goes through the Kitty graphic placements and accumulates the
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/// placements we need to render on our viewport. It also ensures that
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/// the visible images are loaded on the GPU.
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fn prepKittyGraphics(
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self: *OpenGL,
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t: *terminal.Terminal,
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) !void {
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const storage = &t.screen.kitty_images;
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defer storage.dirty = false;
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// We always clear our previous placements no matter what because
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// we rebuild them from scratch.
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self.image_placements.clearRetainingCapacity();
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// Go through our known images and if there are any that are no longer
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// in use then mark them to be freed.
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//
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// This never conflicts with the below because a placement can't
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// reference an image that doesn't exist.
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{
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var it = self.images.iterator();
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while (it.next()) |kv| {
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if (storage.imageById(kv.key_ptr.*) == null) {
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kv.value_ptr.markForUnload();
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}
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}
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}
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// The top-left and bottom-right corners of our viewport in screen
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// points. This lets us determine offsets and containment of placements.
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const top = (terminal.point.Viewport{}).toScreen(&t.screen);
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const bot = (terminal.point.Viewport{
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.x = t.screen.cols - 1,
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.y = t.screen.rows - 1,
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}).toScreen(&t.screen);
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// Go through the placements and ensure the image is loaded on the GPU.
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var it = storage.placements.iterator();
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while (it.next()) |kv| {
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// Find the image in storage
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const p = kv.value_ptr;
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const image = storage.imageById(kv.key_ptr.image_id) orelse {
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log.warn(
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"missing image for placement, ignoring image_id={}",
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.{kv.key_ptr.image_id},
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);
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continue;
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};
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// If the selection isn't within our viewport then skip it.
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const rect = p.rect(image, t);
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if (rect.top_left.y > bot.y) continue;
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if (rect.bottom_right.y < top.y) continue;
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// If the top left is outside the viewport we need to calc an offset
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// so that we render (0, 0) with some offset for the texture.
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const offset_y: u32 = if (rect.top_left.y < t.screen.viewport) offset_y: {
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const offset_cells = t.screen.viewport - rect.top_left.y;
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const offset_pixels = offset_cells * self.cell_size.height;
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break :offset_y @intCast(offset_pixels);
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} else 0;
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// If we already know about this image then do nothing
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const gop = try self.images.getOrPut(self.alloc, kv.key_ptr.image_id);
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if (!gop.found_existing) {
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// Copy the data into the pending state.
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const data = try self.alloc.dupe(u8, image.data);
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errdefer self.alloc.free(data);
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// Store it in the map
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const pending: Image.Pending = .{
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.width = image.width,
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.height = image.height,
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.data = data.ptr,
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};
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gop.value_ptr.* = switch (image.format) {
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.rgb => .{ .pending_rgb = pending },
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.rgba => .{ .pending_rgba = pending },
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.png => unreachable, // should be decoded by now
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};
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}
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// Convert our screen point to a viewport point
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const viewport = p.point.toViewport(&t.screen);
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// Calculate the source rectangle
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const source_x = @min(image.width, p.source_x);
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const source_y = @min(image.height, p.source_y + offset_y);
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const source_width = if (p.source_width > 0)
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@min(image.width - source_x, p.source_width)
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else
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image.width;
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const source_height = if (p.source_height > 0)
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@min(image.height, p.source_height)
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else
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image.height -| offset_y;
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// Calculate the width/height of our image.
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const dest_width = if (p.columns > 0) p.columns * self.cell_size.width else source_width;
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const dest_height = if (p.rows > 0) p.rows * self.cell_size.height else source_height;
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// Accumulate the placement
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if (image.width > 0 and image.height > 0) {
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try self.image_placements.append(self.alloc, .{
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.image_id = kv.key_ptr.image_id,
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.x = @intCast(p.point.x),
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.y = @intCast(viewport.y),
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.z = p.z,
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.width = dest_width,
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.height = dest_height,
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.cell_offset_x = p.x_offset,
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.cell_offset_y = p.y_offset,
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.source_x = source_x,
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.source_y = source_y,
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.source_width = source_width,
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.source_height = source_height,
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});
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}
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}
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// Sort the placements by their Z value.
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std.mem.sortUnstable(
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gl_image.Placement,
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self.image_placements.items,
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{},
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struct {
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fn lessThan(
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ctx: void,
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lhs: gl_image.Placement,
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rhs: gl_image.Placement,
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) bool {
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_ = ctx;
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return lhs.z < rhs.z or (lhs.z == rhs.z and lhs.image_id < rhs.image_id);
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}
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}.lessThan,
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);
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// Find our indices
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self.image_bg_end = 0;
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self.image_text_end = 0;
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const bg_limit = std.math.minInt(i32) / 2;
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for (self.image_placements.items, 0..) |p, i| {
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if (self.image_bg_end == 0 and p.z >= bg_limit) {
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self.image_bg_end = @intCast(i);
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}
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if (self.image_text_end == 0 and p.z >= 0) {
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self.image_text_end = @intCast(i);
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}
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}
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}
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/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
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/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
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/// slow operation but ensures that the GPU state exactly matches the CPU state.
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/// slow operation but ensures that the GPU state exactly matches the CPU state.
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/// In steady-state operation, we use some GPU tricks to send down stale data
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/// In steady-state operation, we use some GPU tricks to send down stale data
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@ -1396,6 +1572,27 @@ pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void {
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defer if (single_threaded_draw) self.draw_mutex.unlock();
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defer if (single_threaded_draw) self.draw_mutex.unlock();
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const gl_state: *GLState = if (self.gl_state) |*v| v else return;
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const gl_state: *GLState = if (self.gl_state) |*v| v else return;
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// Go through our images and see if we need to setup any textures.
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{
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var image_it = self.images.iterator();
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while (image_it.next()) |kv| {
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switch (kv.value_ptr.*) {
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.ready => {},
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.pending_rgb,
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.pending_rgba,
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=> try kv.value_ptr.upload(self.alloc),
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.unload_pending,
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.unload_ready,
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=> {
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kv.value_ptr.deinit(self.alloc);
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self.images.removeByPtr(kv.key_ptr);
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},
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}
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}
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}
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// Draw our terminal cells
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// Draw our terminal cells
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try self.drawCellProgram(gl_state);
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try self.drawCellProgram(gl_state);
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220
src/renderer/opengl/image.zig
Normal file
220
src/renderer/opengl/image.zig
Normal file
@ -0,0 +1,220 @@
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const std = @import("std");
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const Allocator = std.mem.Allocator;
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const assert = std.debug.assert;
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const gl = @import("opengl");
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/// Represents a single image placement on the grid. A placement is a
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/// request to render an instance of an image.
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pub const Placement = struct {
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/// The image being rendered. This MUST be in the image map.
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image_id: u32,
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|
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/// The grid x/y where this placement is located.
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x: u32,
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y: u32,
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z: i32,
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|
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/// The width/height of the placed image.
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width: u32,
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height: u32,
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|
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/// The offset in pixels from the top left of the cell. This is
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/// clamped to the size of a cell.
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cell_offset_x: u32,
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|
cell_offset_y: u32,
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|
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/// The source rectangle of the placement.
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|
source_x: u32,
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|
source_y: u32,
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|
source_width: u32,
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|
source_height: u32,
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|
};
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|
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/// The map used for storing images.
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pub const ImageMap = std.AutoHashMapUnmanaged(u32, Image);
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|
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|
/// The state for a single image that is to be rendered. The image can be
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/// pending upload or ready to use with a texture.
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pub const Image = union(enum) {
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|
/// The image is pending upload to the GPU. The different keys are
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|
/// different formats since some formats aren't accepted by the GPU
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|
/// and require conversion.
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|
///
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|
/// This data is owned by this union so it must be freed once the
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|
/// image is uploaded.
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|
pending_rgb: Pending,
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|
pending_rgba: Pending,
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|
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|
/// The image is uploaded and ready to be used.
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|
ready: gl.Texture,
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|
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|
/// The image is uploaded but is scheduled to be unloaded.
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|
unload_pending: []u8,
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|
unload_ready: gl.Texture,
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|
|
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|
/// Pending image data that needs to be uploaded to the GPU.
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|
pub const Pending = struct {
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|
height: u32,
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|
width: u32,
|
||||||
|
|
||||||
|
/// Data is always expected to be (width * height * depth). Depth
|
||||||
|
/// is based on the union key.
|
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|
data: [*]u8,
|
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|
|
||||||
|
pub fn dataSlice(self: Pending, d: u32) []u8 {
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|
return self.data[0..self.len(d)];
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|
}
|
||||||
|
|
||||||
|
pub fn len(self: Pending, d: u32) u32 {
|
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|
return self.width * self.height * d;
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||||||
|
}
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||||||
|
};
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||||||
|
|
||||||
|
pub fn deinit(self: Image, alloc: Allocator) void {
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|
switch (self) {
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|
.pending_rgb => |p| alloc.free(p.dataSlice(3)),
|
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|
.pending_rgba => |p| alloc.free(p.dataSlice(4)),
|
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|
.unload_pending => |data| alloc.free(data),
|
||||||
|
|
||||||
|
.ready,
|
||||||
|
.unload_ready,
|
||||||
|
=> |tex| tex.destroy(),
|
||||||
|
}
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||||||
|
}
|
||||||
|
|
||||||
|
/// Mark this image for unload whatever state it is in.
|
||||||
|
pub fn markForUnload(self: *Image) void {
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||||||
|
self.* = switch (self.*) {
|
||||||
|
.unload_pending,
|
||||||
|
.unload_ready,
|
||||||
|
=> return,
|
||||||
|
|
||||||
|
.ready => |obj| .{ .unload_ready = obj },
|
||||||
|
.pending_rgb => |p| .{ .unload_pending = p.dataSlice(3) },
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||||||
|
.pending_rgba => |p| .{ .unload_pending = p.dataSlice(4) },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns true if this image is pending upload.
|
||||||
|
pub fn isPending(self: Image) bool {
|
||||||
|
return self.pending() != null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns true if this image is pending an unload.
|
||||||
|
pub fn isUnloading(self: Image) bool {
|
||||||
|
return switch (self) {
|
||||||
|
.unload_pending,
|
||||||
|
.unload_ready,
|
||||||
|
=> true,
|
||||||
|
|
||||||
|
.ready,
|
||||||
|
.pending_rgb,
|
||||||
|
.pending_rgba,
|
||||||
|
=> false,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Converts the image data to a format that can be uploaded to the GPU.
|
||||||
|
/// If the data is already in a format that can be uploaded, this is a
|
||||||
|
/// no-op.
|
||||||
|
pub fn convert(self: *Image, alloc: Allocator) !void {
|
||||||
|
switch (self.*) {
|
||||||
|
.ready,
|
||||||
|
.unload_pending,
|
||||||
|
.unload_ready,
|
||||||
|
=> unreachable, // invalid
|
||||||
|
|
||||||
|
.pending_rgba => {}, // ready
|
||||||
|
|
||||||
|
// RGB needs to be converted to RGBA because Metal textures
|
||||||
|
// don't support RGB.
|
||||||
|
.pending_rgb => |*p| {
|
||||||
|
// Note: this is the slowest possible way to do this...
|
||||||
|
const data = p.dataSlice(3);
|
||||||
|
const pixels = data.len / 3;
|
||||||
|
var rgba = try alloc.alloc(u8, pixels * 4);
|
||||||
|
errdefer alloc.free(rgba);
|
||||||
|
var i: usize = 0;
|
||||||
|
while (i < pixels) : (i += 1) {
|
||||||
|
const data_i = i * 3;
|
||||||
|
const rgba_i = i * 4;
|
||||||
|
rgba[rgba_i] = data[data_i];
|
||||||
|
rgba[rgba_i + 1] = data[data_i + 1];
|
||||||
|
rgba[rgba_i + 2] = data[data_i + 2];
|
||||||
|
rgba[rgba_i + 3] = 255;
|
||||||
|
}
|
||||||
|
|
||||||
|
alloc.free(data);
|
||||||
|
p.data = rgba.ptr;
|
||||||
|
self.* = .{ .pending_rgba = p.* };
|
||||||
|
},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Upload the pending image to the GPU and change the state of this
|
||||||
|
/// image to ready.
|
||||||
|
pub fn upload(
|
||||||
|
self: *Image,
|
||||||
|
alloc: Allocator,
|
||||||
|
) !void {
|
||||||
|
// Convert our data if we have to
|
||||||
|
try self.convert(alloc);
|
||||||
|
|
||||||
|
// Get our pending info
|
||||||
|
const p = self.pending().?;
|
||||||
|
|
||||||
|
// Get our format
|
||||||
|
const formats: struct {
|
||||||
|
internal: gl.Texture.InternalFormat,
|
||||||
|
format: gl.Texture.Format,
|
||||||
|
} = switch (self.*) {
|
||||||
|
.pending_rgb => .{ .internal = .rgb, .format = .rgb },
|
||||||
|
.pending_rgba => .{ .internal = .rgba, .format = .rgba },
|
||||||
|
else => unreachable,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Create our texture
|
||||||
|
const tex = try gl.Texture.create();
|
||||||
|
errdefer tex.destroy();
|
||||||
|
|
||||||
|
const texbind = try tex.bind(.@"2D");
|
||||||
|
try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
|
||||||
|
try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
|
||||||
|
try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
|
||||||
|
try texbind.parameter(.MagFilter, gl.c.GL_LINEAR);
|
||||||
|
try texbind.image2D(
|
||||||
|
0,
|
||||||
|
formats.internal,
|
||||||
|
@intCast(p.width),
|
||||||
|
@intCast(p.height),
|
||||||
|
0,
|
||||||
|
formats.format,
|
||||||
|
.UnsignedByte,
|
||||||
|
p.data,
|
||||||
|
);
|
||||||
|
|
||||||
|
// Uploaded. We can now clear our data and change our state.
|
||||||
|
self.deinit(alloc);
|
||||||
|
self.* = .{ .ready = tex };
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Our pixel depth
|
||||||
|
fn depth(self: Image) u32 {
|
||||||
|
return switch (self) {
|
||||||
|
.pending_rgb => 3,
|
||||||
|
.pending_rgba => 4,
|
||||||
|
else => unreachable,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns true if this image is in a pending state and requires upload.
|
||||||
|
fn pending(self: Image) ?Pending {
|
||||||
|
return switch (self) {
|
||||||
|
.pending_rgb,
|
||||||
|
.pending_rgba,
|
||||||
|
=> |p| p,
|
||||||
|
|
||||||
|
else => null,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
};
|
Reference in New Issue
Block a user