mirror of
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synced 2025-08-02 14:57:31 +03:00
Revert "remove fbo entirely"
This reverts commit 9b10363f27c2a34bd067254c0eed39448594fc27.
This commit is contained in:

committed by
Mitchell Hashimoto

parent
93806df469
commit
b9b0451c61
@ -2363,6 +2363,9 @@ fn drawCustomPrograms(self: *OpenGL, custom_state: *custom.State) !void {
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// Setup the new frame
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try custom_state.newFrame();
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// const fbobind = try custom_state.fbo.bind(.framebuffer);
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// defer fbobind.unbind();
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// Go through each custom shader and draw it.
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for (custom_state.programs) |program| {
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// Bind our cell program state, buffers
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@ -2370,7 +2373,7 @@ fn drawCustomPrograms(self: *OpenGL, custom_state: *custom.State) !void {
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defer bind.unbind();
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try bind.draw();
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// copy backbuffers
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// copy main and custom fbo
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try custom_state.copy();
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}
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}
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@ -2384,6 +2387,14 @@ fn drawCellProgram(
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// are changes to the atlas.
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try self.flushAtlas();
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// If we have custom shaders, then we draw to the custom
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// shader framebuffer.
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const fbobind: ?gl.Framebuffer.Binding = fbobind: {
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const state = gl_state.custom orelse break :fbobind null;
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break :fbobind try state.fbo.bind(.framebuffer);
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};
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defer if (fbobind) |v| v.unbind();
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// Clear the surface
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gl.clearColor(
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@floatCast(@as(f32, @floatFromInt(self.draw_background.r)) / 255 * self.config.background_opacity),
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@ -27,19 +27,20 @@ pub const Uniforms = extern struct {
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/// The state associated with custom shaders. This should only be initialized
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/// if there is at least one custom shader.
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///
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/// To use this, each shader should be rendererd to the screen and then
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/// copied to the "backbuffer" texture. This texture, which acts as a
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/// mirror of the screen, can then be sampled from iChannel0 in consecutive
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/// shaders.
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/// To use this, the main terminal shader should render to the framebuffer
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/// specified by "fbo". The resulting "fb_texture" will contain the color
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/// attachment. This is then used as the iChannel0 input to the custom
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/// shader.
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pub const State = struct {
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/// The uniform data
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uniforms: Uniforms,
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/// The OpenGL buffers
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fbo: gl.Framebuffer,
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ubo: gl.Buffer,
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vao: gl.VertexArray,
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ebo: gl.Buffer,
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backbuffer: gl.Texture,
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fb_texture: gl.Texture,
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/// The set of programs for the custom shaders.
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programs: []const Program,
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@ -66,11 +67,11 @@ pub const State = struct {
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try programs.append(try Program.init(src));
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}
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// Create the texture for the backbuffer mirror
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const bb_tex = try gl.Texture.create();
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errdefer bb_tex.destroy();
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// Create the texture for the framebuffer
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const fb_tex = try gl.Texture.create();
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errdefer fb_tex.destroy();
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{
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const texbind = try bb_tex.bind(.@"2D");
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const texbind = try fb_tex.bind(.@"2D");
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try texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE);
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try texbind.parameter(.MinFilter, gl.c.GL_LINEAR);
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@ -87,6 +88,23 @@ pub const State = struct {
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);
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}
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// Create our framebuffer for rendering off screen.
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// The shader prior to custom shaders should use this
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// framebuffer.
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const fbo = try gl.Framebuffer.create();
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errdefer fbo.destroy();
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const fbbind = try fbo.bind(.framebuffer);
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defer fbbind.unbind();
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try fbbind.texture2D(.color0, .@"2D", fb_tex, 0);
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const fbstatus = fbbind.checkStatus();
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if (fbstatus != .complete) {
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log.warn(
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"framebuffer is not complete state={}",
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.{fbstatus},
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);
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return error.InvalidFramebuffer;
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}
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// Create our uniform buffer that is shared across all
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// custom shaders
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const ubo = try gl.Buffer.create();
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@ -116,10 +134,11 @@ pub const State = struct {
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return .{
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.programs = try programs.toOwnedSlice(),
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.uniforms = .{},
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.fbo = fbo,
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.ubo = ubo,
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.vao = vao,
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.ebo = ebo,
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.backbuffer = bb_tex,
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.fb_texture = fb_tex,
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.first_frame_time = try std.time.Instant.now(),
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.last_frame_time = try std.time.Instant.now(),
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};
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@ -131,7 +150,8 @@ pub const State = struct {
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self.ubo.destroy();
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self.ebo.destroy();
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self.vao.destroy();
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self.backbuffer.destroy();
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self.fb_texture.destroy();
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self.fbo.destroy();
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}
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pub fn setScreenSize(self: *State, size: Size) !void {
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@ -144,7 +164,7 @@ pub const State = struct {
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try self.syncUniforms();
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// Update our texture
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const texbind = try self.backbuffer.bind(.@"2D");
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const texbind = try self.fb_texture.bind(.@"2D");
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try texbind.image2D(
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0,
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.rgb,
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@ -194,7 +214,7 @@ pub const State = struct {
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// Bind our texture that is shared amongst all
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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var texbind = try self.backbuffer.bind(.@"2D");
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var texbind = try self.fb_texture.bind(.@"2D");
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errdefer texbind.unbind();
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const vao = try self.vao.bind();
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@ -206,13 +226,13 @@ pub const State = struct {
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return .{
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.vao = vao,
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.ebo = ebo,
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.backbuffer = texbind,
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.fb_texture = texbind,
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};
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}
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/// copy the main backbuffer to our backbuffer copy texture
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/// copy the fbo's attached texture to the backbuffer
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pub fn copy(self: *State) !void {
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const texbind = try self.backbuffer.bind(.@"2D");
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const texbind = try self.fb_texture.bind(.@"2D");
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errdefer texbind.unbind();
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try texbind.copySubImage2D(0, 0, 0, 0, 0, @intFromFloat(self.uniforms.resolution[0]), @intFromFloat(self.uniforms.resolution[1]));
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@ -221,12 +241,12 @@ pub const State = struct {
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pub const Binding = struct {
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vao: gl.VertexArray.Binding,
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ebo: gl.Buffer.Binding,
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backbuffer: gl.Texture.Binding,
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fb_texture: gl.Texture.Binding,
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pub fn unbind(self: Binding) void {
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self.ebo.unbind();
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self.vao.unbind();
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self.backbuffer.unbind();
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self.fb_texture.unbind();
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}
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};
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};
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