This sets up for a couple improvments (see TODO comments) and also sets
the glyph atlas textures to nearest neighbor sampling since we can do
that now that we never scale glyphs.
Now that it's done at the rasterization stage, we don't need to handle
it on the GPU. This also means that we can switch to nearest neighbor
interpolation in the Metal shader since we're guaranteed to be pixel
perfect. Accidentally, we were already nearest neighbor in the OpenGL
shaders because I used the Rectangle texture mode in the big renderer
rework, which doesn't support interpolation- anyway, that's no longer
problematic since we won't be scaling glyphs on the GPU anymore.
BPTC is required to be available OpenGL >= 4.2 and our minimum is 4.3 so
this is safe in terms of support. I tested briefly in a VM and didn't
encounter any problems so this should just be a complete win.
(Note: texture data is already automatically compressed on Metal)
Adds support for background images via the `background-image` config.
Resolves#3645, supersedes PRs #4226 and #5233.
See docs of added config keys for usage details.
In this format it will be a lot easier to iterate on this since adding
and removing pipelines only has to be done in a single place.
This commit also separates out the main background color from individual
cell background color drawing, because sometimes kitty images need to be
between the main background and individual cell backgrounds (kitty image
z-index seems to be entirely broken at the moment, I intend to fix it in
future commits).
The code in metal/image.zig and opengl/image.zig was virtually identical
save for the texture options, so I've moved that to the GraphicsAPI and
unified them in to renderer/image.zig
These should not be independent per-frame, that makes the time
calculations all sorts of jank.
Also moves the uniforms struct layout in to `shadertoy.zig` and cleans
up the handling in general somewhat.
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.
The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.
I'll write a more complete summary of the changes in the description of
the PR.
This problem was introduced by f091a69 (PR #6675).
I've gone ahead and overhauled the placement positioning logic as well;
it was doing a lot of expensive calls before, I've significantly reduced
that.
Clipping partially off-screen images is now handled entirely by the
renderer, rather than while preparing the placement, and as such the
grid position passed to the image shader is now signed.
NEEDS REVIEW
continuation of #5037resolves#4729
renders all shaders to the default buffer and then copies it to the
designated custom shader texture.
this is a draft pr because:
- it introduces a new shader "pipeline" which doesnt fit in with how the
system was designed to work (which is only rendering to the fbo)
- im not sure if this is the best way to achieve shaders being able to
sample their output while also drawing to the screen. the cusom fbo
(previous implementation) was useful in that it modularized the custom
shader stage in rendering
---------
Co-authored-by: Mitchell Hashimoto <m@mitchellh.com>
- move wuffs code from src/ to pkg/
- eliminate stray debug logs
- make logs a warning instead of an error
- remove initialization of some structs to zero
Improve the performance of Kitty graphics by switching to the WUFFS
library for decoding PNG images and for "swizzling" G, GA, and RGB data
to RGBA formats needed by the renderers.
WUFFS claims 2-3x performance benefits over other implementations, as
well as memory-safe operations.
Although not thorougly benchmarked, performance is on par with Kitty's
graphics decoding.
https://github.com/google/wuffs
With a minimum contrast set, the colored glyphs that Powerline uses
would sometimes be set to white or black while the surrounding background
colors remain unchanged, breaking up contiguous colors on segments of
the Powerline.
This no longer happens with this patch as Powerline glyphs are now
special-cased and exempt from the minimum contrast adjustment.
Fixes#1037
Renderers must convert the internal Kitty graphics state to a GPU
texture for rendering. For performance reasons, renderers cache the GPU
state by image ID. Unfortunately, this meant that if an image was
replaced with the same ID and was already cached, it would never be
updated on the GPU.
This PR adds the transmission time to the cache. If the transmission
time differs, we assume the image changed and replace the image.
Fixes#932
We have to do this for Metal as well (this code is copied from Metal)
since Metal doesnt even allow RGB textures. I couldn't figure out a way
to get the A value to be "255" (byte), it seems to always be set to 1
which gets normalized to 1/255, so lets just manually convert.
Font metrics realistically should be integral. Cell widths, cell
heights, etc. do not make sense to be floats, since our grid is
integral. There is no such thing as a "half cell" (or any point).
The reason we historically had these all as f32 is simplicity mixed
with history. OpenGL APIs and shaders all use f32 for their values, we
originally only supported OpenGL, and all the font rendering used to be
directly in the renderer code (like... a year+ ago).
When we refactored the font metrics calculation to its own system and
also added additional renderers like Metal (which use f64, not f32), we
never updated anything. We just kept metrics as f32 and casted
everywhere.
With CoreText and #177 this finally reared its ugly head. By forgetting
a simple rounding on cell metric calculation, our integral renderers
(sprite fonts) were off by 1 pixel compared to the GPU renderers.
Insidious.
Let's represent font metrics with the types that actually make sense: a
cell width/height, etc. is _integral_. When we get to the GPU, we now
cast to floats. We also cast to floats whenever we're doing more precise
math (i.e. mouse offset calculation). In this case, we're only
converting to floats from a integral type which is going to be much
safer and less prone to uncertain rounding than converting to an int
from a float type.
Fixes#177