"Better Glyph Constraint Logic" follow-up (#7822)

Follow-up to #7809, a handful of small fixes/improvements, explained
individually in each commit message.

> [!NOTE]
> Similar to the inverted "monochrome" ft flag fix from #7809, it was
pointed out that "force-autohint" was also inverted, so I did invert
that too, this has the same result of no impact on users who haven't
explicitly set it, but a breaking behavior change for users who have set
it. *These changes definitely need to be pointed out in the 1.2 release
notes!*
This commit is contained in:
Qwerasd
2025-07-05 23:04:09 -06:00
committed by GitHub
7 changed files with 62 additions and 27 deletions

View File

@ -92,6 +92,30 @@ pub const Format = enum(c_uint) {
_, _,
}; };
/// Minification filter for textures.
pub const MinFilter = enum(c_int) {
nearest = c.GL_NEAREST,
linear = c.GL_LINEAR,
nearest_mipmap_nearest = c.GL_NEAREST_MIPMAP_NEAREST,
linear_mipmap_nearest = c.GL_LINEAR_MIPMAP_NEAREST,
nearest_mipmap_linear = c.GL_NEAREST_MIPMAP_LINEAR,
linear_mipmap_linear = c.GL_LINEAR_MIPMAP_LINEAR,
};
/// Magnification filter for textures.
pub const MagFilter = enum(c_int) {
nearest = c.GL_NEAREST,
linear = c.GL_LINEAR,
};
/// Texture coordinate wrapping mode.
pub const Wrap = enum(c_int) {
clamp_to_edge = c.GL_CLAMP_TO_EDGE,
clamp_to_border = c.GL_CLAMP_TO_BORDER,
mirrored_repeat = c.GL_MIRRORED_REPEAT,
repeat = c.GL_REPEAT,
};
/// Data type for texture images. /// Data type for texture images.
pub const DataType = enum(c_uint) { pub const DataType = enum(c_uint) {
UnsignedByte = c.GL_UNSIGNED_BYTE, UnsignedByte = c.GL_UNSIGNED_BYTE,

View File

@ -435,7 +435,7 @@ pub const compatibility = std.StaticStringMap(
/// * `hinting` - Enable or disable hinting. Enabled by default. /// * `hinting` - Enable or disable hinting. Enabled by default.
/// ///
/// * `force-autohint` - Always use the freetype auto-hinter instead of /// * `force-autohint` - Always use the freetype auto-hinter instead of
/// the font's native hinter. Enabled by default. /// the font's native hinter. Disabled by default.
/// ///
/// * `monochrome` - Instructs renderer to use 1-bit monochrome rendering. /// * `monochrome` - Instructs renderer to use 1-bit monochrome rendering.
/// This will disable anti-aliasing, and probably not look very good unless /// This will disable anti-aliasing, and probably not look very good unless
@ -7084,7 +7084,7 @@ pub const FreetypeLoadFlags = packed struct {
// for Freetype itself. Ghostty hasn't made any opinionated changes // for Freetype itself. Ghostty hasn't made any opinionated changes
// to these defaults. // to these defaults.
hinting: bool = true, hinting: bool = true,
@"force-autohint": bool = true, @"force-autohint": bool = false,
monochrome: bool = false, monochrome: bool = false,
autohint: bool = true, autohint: bool = true,
}; };

View File

@ -356,8 +356,14 @@ pub const Face = struct {
const x = glyph_size.x; const x = glyph_size.x;
const y = glyph_size.y; const y = glyph_size.y;
const px_width: u32 = @intFromFloat(@ceil(width)); // We have to include the fractional pixels that we won't be offsetting
const px_height: u32 = @intFromFloat(@ceil(height)); // in our width and height calculations, that is, we offset by the floor
// of the bearings when we render the glyph, meaning there's still a bit
// of extra width to the area that's drawn in beyond just the width of
// the glyph itself, so we include that extra fraction of a pixel when
// calculating the width and height here.
const px_width: u32 = @intFromFloat(@ceil(width + rect.origin.x - @floor(rect.origin.x)));
const px_height: u32 = @intFromFloat(@ceil(height + rect.origin.y - @floor(rect.origin.y)));
// Settings that are specific to if we are rendering text or emoji. // Settings that are specific to if we are rendering text or emoji.
const color: struct { const color: struct {

View File

@ -348,7 +348,7 @@ pub const Face = struct {
// use options from config // use options from config
.no_hinting = !do_hinting, .no_hinting = !do_hinting,
.force_autohint = !self.load_flags.@"force-autohint", .force_autohint = self.load_flags.@"force-autohint",
.no_autohint = !self.load_flags.autohint, .no_autohint = !self.load_flags.autohint,
// NO_SVG set to true because we don't currently support rendering // NO_SVG set to true because we don't currently support rendering

View File

@ -140,24 +140,7 @@ pub const Canvas = struct {
const region_height = sfc_height -| self.clip_top -| self.clip_bottom; const region_height = sfc_height -| self.clip_top -| self.clip_bottom;
// Allocate our texture atlas region // Allocate our texture atlas region
const region = region: { const region = try atlas.reserve(alloc, region_width, region_height);
// Reserve a region with a 1px margin on the bottom and right edges
// so that we can avoid interpolation between adjacent glyphs during
// texture sampling.
var region = try atlas.reserve(
alloc,
region_width + 1,
region_height + 1,
);
// Modify the region to remove the margin so that we write to the
// non-zero location. The data in an Altlas is always initialized
// to zero (Atlas.clear) so we don't need to worry about zero-ing
// that.
region.width -= 1;
region.height -= 1;
break :region region;
};
if (region.width > 0 and region.height > 0) { if (region.width > 0 and region.height > 0) {
const buffer: []u8 = @ptrCast(self.sfc.image_surface_alpha8.buf); const buffer: []u8 = @ptrCast(self.sfc.image_surface_alpha8.buf);

View File

@ -356,6 +356,10 @@ pub inline fn textureOptions(self: OpenGL) Texture.Options {
.format = .rgba, .format = .rgba,
.internal_format = .srgba, .internal_format = .srgba,
.target = .@"2D", .target = .@"2D",
.min_filter = .linear,
.mag_filter = .linear,
.wrap_s = .clamp_to_edge,
.wrap_t = .clamp_to_edge,
}; };
} }
@ -388,6 +392,16 @@ pub inline fn imageTextureOptions(
.format = format.toPixelFormat(), .format = format.toPixelFormat(),
.internal_format = if (srgb) .srgba else .rgba, .internal_format = if (srgb) .srgba else .rgba,
.target = .@"2D", .target = .@"2D",
// TODO: Generate mipmaps for image textures and use
// linear_mipmap_linear filtering so that they
// look good even when scaled way down.
.min_filter = .linear,
.mag_filter = .linear,
// TODO: Separate out background image options, use
// repeating coordinate modes so we don't have
// to do the modulus in the shader.
.wrap_s = .clamp_to_edge,
.wrap_t = .clamp_to_edge,
}; };
} }
@ -409,6 +423,10 @@ pub fn initAtlasTexture(
.format = format, .format = format,
.internal_format = internal_format, .internal_format = internal_format,
.target = .Rectangle, .target = .Rectangle,
.min_filter = .nearest,
.mag_filter = .nearest,
.wrap_s = .clamp_to_edge,
.wrap_t = .clamp_to_edge,
}, },
atlas.size, atlas.size,
atlas.size, atlas.size,

View File

@ -16,6 +16,10 @@ pub const Options = struct {
format: gl.Texture.Format, format: gl.Texture.Format,
internal_format: gl.Texture.InternalFormat, internal_format: gl.Texture.InternalFormat,
target: gl.Texture.Target, target: gl.Texture.Target,
min_filter: gl.Texture.MinFilter,
mag_filter: gl.Texture.MagFilter,
wrap_s: gl.Texture.Wrap,
wrap_t: gl.Texture.Wrap,
}; };
texture: gl.Texture, texture: gl.Texture,
@ -48,10 +52,10 @@ pub fn init(
{ {
const texbind = tex.bind(opts.target) catch return error.OpenGLFailed; const texbind = tex.bind(opts.target) catch return error.OpenGLFailed;
defer texbind.unbind(); defer texbind.unbind();
texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE) catch return error.OpenGLFailed; texbind.parameter(.WrapS, @intFromEnum(opts.wrap_s)) catch return error.OpenGLFailed;
texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE) catch return error.OpenGLFailed; texbind.parameter(.WrapT, @intFromEnum(opts.wrap_t)) catch return error.OpenGLFailed;
texbind.parameter(.MinFilter, gl.c.GL_LINEAR) catch return error.OpenGLFailed; texbind.parameter(.MinFilter, @intFromEnum(opts.min_filter)) catch return error.OpenGLFailed;
texbind.parameter(.MagFilter, gl.c.GL_LINEAR) catch return error.OpenGLFailed; texbind.parameter(.MagFilter, @intFromEnum(opts.mag_filter)) catch return error.OpenGLFailed;
texbind.image2D( texbind.image2D(
0, 0,
opts.internal_format, opts.internal_format,