This makes it so `zig build run` can take arguments such as
`--config-default-files=false` or any other configuration. Previously,
it only accepted commands such as `+version`.
Incidentally, this also makes it so that the app in general can now take
configuration arguments via the CLI if it is launched as a new instance
via `open`. For example:
open -n Ghostty.app --args --config-default-files=false
This previously didn't work. This is kind of cool.
To make this work, the libghostty C API was modified so that
initialization requires the CLI args, and there is a new C API to try to
execute an action if it was set.
This PR introduces support for Irish (Gaeilge), the first official
language of Ireland and an EU working language.
The translation file was initialized using the standard gettext tooling:
` msginit -i po/com.mitchellh.ghostty.pot -l $LANG -o "po/$LANG.po"`
The locale code `ga_IE` follows ISO standards for Gaeilge as spoken in
Ireland.
I'm happy to volunteer as the ongoing maintainer of the Irish
translation and will keep it up to date as Ghostty evolves.
Go raibh maith agat!
Without waiting on the xdg-open process on linux/freebsd, we end up with
a defunct (zombie) process after each time we open a URL.
For example, after click on two URLs in a ghostty, here is the output of
`ps ux | grep xdg-open`:
```
pbui 8364 0.0 0.0 0 0 tty7 Z+ 05:03 0:00 [xdg-open] <defunct>
pbui 8453 0.0 0.0 0 0 tty7 Z+ 05:03 0:00 [xdg-open] <defunct>
```
Perhaps we should revisit 695bc30, which removed the wait in the first
place. On my machine running Alpine Linux 3.22, `xdg-open` does not stay
alive and finishes immediately, thus making it safe to call wait (and
not block). This is also the case on my other machine running Ubuntu
24.04: `xdg-open` launches the URL in a browser and terminates
immediately.
Either way, this process must be waited upon eventually. Otherwise, we
will accumulate a collection of defunct processes until the terminal
itself terminates.
Introduces host resources directory as a new concept: A directory
containing application resources that can only be accessed from the host
operating system. This is significant for sandboxed application runtimes
like Flatpak where shells spawned on the host should have access to
application resources to enable integrations.
Alongside this, apprt is now allowed to override the resources lookup
logic.
## Description
Yet another edge case in #2484
When macOS's "Private WiFi address" feature is enabled it'll change the
hostname to a mac address. Mac addresses look like URIs with a hostname
and port component, e.g. `12:34:56:78:90:12` where `:12` looks like port
`12`. However, mac addresses use hex numbers and as such can also
contain letters `a` through `f`. So, a mac address like
`ab💿ef🆎cd:ef` is valid, but will not be parsed as a URI, because
`:ef` is not a valid port.
This commit attempts to fix that by checking if the hostname is a valid
mac address when `std.Uri.parse()` fails and constructing a new
`std.Uri` struct using that information.
It's not perfect, but is equally compliant with the URI spec as
`std.Uri` currently is. Meaning not at all compliant 😅
## Testing instructions
### Unit tests
> [!IMPORTANT]
> I don't know if these tests are run in CI or if they're picked up by
`zig build test`. I get an unrelated crash that mentions `minidump` and
an invalid OSC command when I try to run `zig build test` on my mac.
1. Make sure `zig test src/os/hostname.zig` is passing.
### Manual testing instructions
#### Setup - Enable the "Private WiFi address" setting
> [!IMPORTANT]
> You must be connected to WiFi to be able to test this.
1. Open your mac's "System Settings".
2. Go to Network → Wi-Fi → Details.
<img width="710" alt="image"
src="https://github.com/user-attachments/assets/fe30cfe7-8e77-4421-8b36-2f7aab0918dd"
/>
3. Set the "Private Wi-Fi address" setting to `Rotating`.
<img width="710" alt="image"
src="https://github.com/user-attachments/assets/bd695c20-106c-46bd-8862-cbdce55fed6f"
/>
> [!IMPORTANT]
> Now you wait. The private Wi-Fi address will eventually rotate to a
mac address that ends with a non-digit, e.g. `0a`, `ff`, `e2`, etc.
You'll notice this when your shell integration stops working, e.g. you
open a new tab in Ghostty and the shell is in your home directory
instead of whichever directory you had open in your previous tab.
#### Testing the changes
1. Open Ghostty.
3. `cd` to any directory that isn't the default (usually `$HOME`)
directory, e.g. `cd Documents`.
4. Open a new tab (<kbd>Cmd+T</kbd>) or split (<kbd>Cmd+D</kbd>).
5. Assuming the setup steps have been followed you should:
* On `main`: land in `$HOME` in the new tab or split.
* On this branch: land in the same working directory as the original tab
or split.
Introduces host resources directory as a new concept: A directory
containing application resources that can only be accessed from the host
operating system. This is significant for sandboxed application runtimes
like Flatpak where shells spawned on the host should have access to
application resources to enable integrations.
Alongside this, apprt is now allowed to override the resources lookup
logic.
This adds a new CLI `ghostty +edit-config`. This will open the config
file in the user's specified `$EDITOR`. If Ghostty has never been
configured, this will also create the initial config file with some
default templated contents (the same as that which we introduced back in
Ghostty 1.0.1 or something -- not new behavior here).
This is useful on its own because it will find the correct configuration
path to open. If users are terminal users anyway (not a big stretch
since this is a terminal app), this will allow them to easily edit
config right away.
This is also forward looking: I want to replace our "Open Config" action
to open a Ghostty window executing this command so that users can edit
their config in a terminal editor. This has been heavily requested since
forever (short of a full GUI settings editor, which is not ready yet). I
don't do this in this PR but plan to in a future PR.
It's here, the long-foretold and long-procrastinated renderer rework!
Hopefully this makes it easier to adapt and modify the renderer in the
future and ensures feature parity between Metal and OpenGL. Despite
having been a lot of work to write initially, with the abstraction layer
in place I feel like working on the renderer will be a much more
pleasant experience going forward.
## Key points
- CPU-side renderer logic is now mostly unified via a generic
`Renderer`.
- A graphics API abstraction layer over OpenGL and Metal has been
introduced.
- Minimum OpenGL version bumped to `4.3`, so can no longer be run on
macOS; I used the nix VM stuff for my testing during development. (Edit
by @mitchellh: Note for readers that Ghostty still works on macOS, but
the OpenGL backend doesn't, only the Metal one)
- The OpenGL backend now supports linear blending! Woohoo! The default
`alpha-blending` has been updated to `linear-corrected` since it's
essentially a strict improvement over `native`. The default on macOS is
still `native` though to match other mac apps in appearance, since macOS
users are more sensitive to text appearance.
- Custom shaders can now be hot reloaded.
- The background color is once again drawn by us, so custom shaders can
interact with it properly. In general, custom shaders should be a little
more robust.
## The abstraction layer
The general hierarchy of the abstraction layer is as such:
```
[ GraphicsAPI ] - Responsible for configuring the runtime surface
| | and providing render `Target`s that draw to it,
| | as well as `Frame`s and `Pipeline`s.
| V
| [ Target ] - Represents an abstract target for rendering, which
| could be a surface directly but is also used as an
| abstraction for off-screen frame buffers.
V
[ Frame ] - Represents the context for drawing a given frame,
| provides `RenderPass`es for issuing draw commands
| to, and reports the frame health when complete.
V
[ RenderPass ] - Represents a render pass in a frame, consisting of
: one or more `Step`s applied to the same target(s),
[ Step ] - - - - each describing the input buffers and textures and
: the vertex/fragment functions and geometry to use.
:_ _ _ _ _ _ _ _ _ _/
v
[ Pipeline ] - Describes a vertex and fragment function to be used
for a `Step`; the `GraphicsAPI` is responsible for
these and they should be constructed and cached
ahead of time.
[ Buffer ] - An abstraction over a GPU buffer.
[ Texture ] - An abstraction over a GPU texture.
```
More specific documentation can be found on the relevant structures.
## Miscellany
Renderers (which effectively just means the generic renderer) are now
expected to only touch GPU resources in `init`, certain lifecycle
functions such as the `displayRealized`/`displayUnrealized` callbacks
from GTK-- and `drawFrame`; and are also expected to be thread-safe.
This allows the renderer thread to build the CPU-side buffers
(`updateFrame`) even if we can only *draw* from the app thread.
Because of this change, we can draw synchronously from the main thread
on macOS when necessary to always have a frame of the correct size
during a resize animation. This was necessary to allow the background to
be drawn by our GPU code (instead of setting a background color on the
layer) while still avoiding holes during resize.
The OpenGL backend now theoretically has access to multi-buffering, but
it's disabled (by setting the buffer count to 1) because it
synchronously waits for frames to complete anyway which means that the
extra buffers were just a waste of memory.
## Validation
To validate that there are no significant or obvious problems, I
exercised both backends with a variety of configurations, and visually
inspected the results. Everything looks to be in order.
The images are available in a gist here:
https://gist.github.com/qwerasd205/c1bd3e4c694d888e41612e53c0560179
## Memory
Here's a comparison of memory usage for ReleaseFast builds on macOS,
between `main` and this branch.
Memory figures given are values from Activity Monitor measuring windows
of the same size, with two tabs with 3 splits each.
||Before|After|
|-:|-|-|
|**Memory**|247.9 MB|224.2 MB|
|**Real Memory**|174.4 MB|172.5 MB|
Happily, the rework has slightly *reduced* the memory footprint- likely
due to removing the overhead of `CAMetalLayer`. (The footprint could be
reduced much further if we got rid of multi-buffering and satisfied
ourselves with blocking for each frame, but that's a discussion for
another day.)
If someone could do a similar comparison for Linux, that'd be much
appreciated!
## Notes / future work
- There are a couple structures that *can* be unified using the
abstraction layer, but I haven't gotten around to unifying yet.
Specifically, in `renderer/(opengl|metal)/`, there's `cell.zig` and
`image.zig`, both of which are substantially identical between the two
backends. `shaders.zig` may also be a candidate for unification, but
that might be *overly* DRY.
- ~~I did not double-check the documentation for config options, which
may mention whether certain options can be hot-reloaded; if it does then
that will need to be updated.~~ Fixed: be5908f
- The `fragCoord` for custom shaders originates at the top left for
Metal, but *bottom* left for OpenGL; fixing this will be a bit annoying,
since the screen texture is likewise vertically flipped between the two.
Some shaders rely on the fragcoord for things like falling particles, so
this does need to be fixed.
- `Target` should be improved to support multiple types of targets right
now it only represents a framebuffer or iosurface, but it should also be
able to represent a texture; right now a kind of messy tagged union is
used so that steps can accept both.
- Custom shader cursor uniforms (#6912) and terminal background images
(#4226, #5233) should be much more straightforward to implement on top
of this rework, and I plan to make follow-up PRs for them once this is
merged.
- I *do* want to do a rework of the pipelines themselves, since the way
we're rendering stuff is a bit messy currently, but this is already a
huge enough PR as it is- so for now the renderer still uses the same
rendering passes that Metal did before.
- We should probably add a system requirements section to the README
where we can note the minimum required OpenGL version of `4.3`, any even
slightly modern Linux system will support this, but it would be good to
document it somewhere user-facing anyway.
# TODO BEFORE MERGE
- [x] Have multiple people test this on both macOS and linux.
- [ ] ~~Have someone with a better dev setup on linux check for memory
leaks and other problems.~~ (Skipped, will merge and let tip users
figure this out, someone should *specifically* look for memory leaks
before the next versioned release though.)
- [x] Address any code review feedback.
This makes sure the underlying thread implementation know to free
resources the moment the thread is no longer necessary, preventing leaks
from not manually collecting the thread.
Related to #7433
This extracts our "launched from desktop" logic into a config option.
The default value is detection using the same logic as before, but now
this can be overridden by the user.
This also adds the systemd and dbus activation sources from #7433.
There are a number of reasons why we decided to do this:
1. It automatically gets us caching since the configuration is only
loaded once (per reload, a rare occurrence).
2. It allows us to override the logic when testing. Previously, we
had to do more complex environment faking to get the same
behavior.
3. It forces exhaustive switches in any desktop handling code, which
will make it easier to ensure valid behaviors if we introduce new
launch sources (as we are in #7433).
4. It lowers code complexity since callsites don't need to have N
`launchedFromX()` checks and can use a single value.
Fixes#6766
This ensures that during surface deinit the cgroup is removed. By the
time the surface is deinitialized, the subprocess should already be
dead so the cgroup can be safely removed. If the cgroup cannot be
removed for any reason we log a warning.
This commit changes a LOT of areas of the code to use decl literals
instead of redundantly referring to the type.
These changes were mostly driven by some regex searches and then manual
adjustment on a case-by-case basis.
I almost certainly missed quite a few places where decl literals could
be used, but this is a good first step in converting things, and other
instances can be addressed when they're discovered.
I tested GLFW+Metal and building the framework on macOS and tested a GTK
build on Linux, so I'm 99% sure I didn't introduce any syntax errors or
other problems with this. (fingers crossed)