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
Fixes#7647
See #7647 for context. This commit works by extending the `input` work
introduced in #7652 to libghostty so that the macOS can take advantage
of it. At that point, it's just the macOS utilizing `input` in order to
set the command and `exit` up similar to Terminal and iTerm2.
This applies both to files opened directly by Ghostty as well as the App
Intent to run a command in a new terminal.
Fixes#7647
See #7647 for context. This commit works by extending the `input` work
introduced in #7652 to libghostty so that the macOS can take advantage
of it. At that point, its just the macOS utilizing `input` in order to
set the command and `exit` up similar to Terminal and iTerm2.
This adds a new configuration `input` that allows passing either raw
text or file contents as stdin when starting the terminal.
The input is sent byte-for-byte to the terminal, so control characters
such as `\n` will be interpreted by the shell and can be used to run
programs in the context of the loaded shell. After the input is sent, it
switches to `stdin` as usual.
Example: `ghostty --input="hello, world\n"` will start the your default
shell, run `echo hello, world`, and then show the prompt
The `--input` configuration can be repeated to send multiple data
concatenated directly to together. Values can be also be prefixed with
`file:` to send a file contents, e.g. `file:data.txt`. File contents are
limited to 10MB to prevent excessive memory usage and avoid malicious
use. Beyond that, users should write their own script...
This is all in pursuit of #7647, but we're not there yet.
This adds a new configuration `input` that allows passing either raw
text or file contents as stdin when starting the terminal.
The input is sent byte-for-byte to the terminal, so control characters
such as `\n` will be interpreted by the shell and can be used to run
programs in the context of the loaded shell.
Example: `ghostty --input="hello, world\n"` will start the your default
shell, run `echo hello, world`, and then show the prompt.
Supersedes #6912, implements #6901
Also included in this PR is a fix/cleanup of the custom shader uniform
handling, moved the CPU-side custom shader uniforms struct to the main
renderer struct instead of having it be per-frame, moved the layout
struct to `shadertoy.zig` since it has the `std140` layout for both
backends.
Also, I added the current/previous cursor colors to the uniforms, since
I figured they'd be useful to have and it's a trivial addition.
### Future Work
- This extension to the shadertoy uniforms needs to be documented
somewhere so it's discoverable by users.
- The flipped Y axis on Metal still needs to be fully addressed instead
of just being patched over like it is right now.
This regression may have existed on Sequoia too, but I only saw it on
Tahoe.
The issue is that we should not be setting up titlebar accessory views
when there is no titlebar. This was triggering an AppKit assertion.
To further simplify things, I always use the basic window styling if
window decorations are off, too.
This regression may have existed on Sequoia too, but I only saw it on
Tahoe.
The issue is that we should not be setting up titlebar accessory views
when there is no titlebar. This was triggering an AppKit assertion.
To further simplify things, I always use the basic window styling if
window decorations are off, too.
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.
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 updates the Ghostty icon to be compatible with macOS Tahoe
(supports glass effects, light/dark, tinting, etc.). This icon is made
in the new Apple Icon Composer as the source format, and all other
formats are exported from it.
This commit also updates the icon for non-Apple platforms because the
icon is fundamentally the same and I don't see any reason to maintain
multiple icons of fundamentally the same design and style.
This commit also includes updates to the macOS app so that the About
Window and so on will use the new icon.