This is a big'un.
- **Glyph constraint logic is now done fully on the CPU** at the
rasterization stage, so it only needs to be done once per glyph instead
of every frame. This also lets us eliminate padding between glyphs on
the atlas because we're doing nearest-neighbor sampling instead of
interpolating-- which ever so slightly increases our packing efficiency.
- **Special constraints for nerd font glyphs** are applied based roughly
on the constraints they use in their patcher. It's a simplification of
what they do, the largest difference being that they scale groups of
glyphs based on a shared bounding box so that they maintain relative
size to one another, but that would require loading all glyphs on the
group and I'd want to do that on font load TBH and at that point I'd
basically be re-implementing the nerd fonts patcher in Zig to patch
fonts at load time which is way beyond the scope I want to have. (Fixes
#7069)
- These constraints allow for **perfectly sized and centered emojis**,
this is very nice.
- **Changed the default embedded fonts** from 4 copies (regular, italic,
bold, bold italic) of a patched (and outdated) JetBrains Mono to a
single JetBrains Mono variable font and a single Nerd Fonts Symbols Only
font. This cuts the weight of those down from 9MB to 3MB!
- **FreeType's `renderGlyph` is significantly reworked**, and the new
code is, IMO, much cleaner- although there are probably some edge case
behavior differences I've introduced.
> [!NOTE]
> One breaking change I definitely introduced is changing the
`monochrome` freetype load flag config from its previous completely
backwards meaning to instead the correct one (I also changed the
default, so this won't affect any user who hasn't touched it, but users
who set the `monochrome` flag will find their fonts quite crispy after
this change because they will have no anti-aliasing anymore)
### Future work
Following this change I want to get to work on automatic font size
matching (a la CSS
[`font-size-adjust`](https://developer.mozilla.org/en-US/docs/Web/CSS/font-size-adjust)).
I set the stage for that quite some time ago so it shouldn't be too much
work and it will be a big benefit for users who regularly use multiple
writing systems and so have multiple fonts for them that aren't
necessarily size-compatible.
This is in preparation to move constraint off the GPU to simplify our
shaders, instead we only need to constrain once at raster time and never
again.
This also significantly reworks the freetype renderGlyph function to be
generally much cleaner and more straightforward.
This commit doesn't actually apply the constraints to anything yet, that
will be in following commits.
This deletes the GLFW apprt from the Ghostty codebase.
The GLFW apprt was the original apprt used by Ghostty (well, before
Ghostty even had the concept of an "apprt" -- it was all just a single
application then). It let me iterate on the core terminal features,
rendering, etc. without bothering about the UI. It was a good way to get
started. But it has long since outlived its usefulness.
We've had a stable GTK apprt for Linux (and Windows via WSL) and a
native macOS app via libghostty for awhile now. The GLFW apprt only
remained within the tree for a few reasons:
1. Primarily, it provided a faster feedback loop on macOS because
building the macOS app historically required us to hop out of the
zig build system and into Xcode, which is slow and cumbersome.
2. It was a convenient way to narrow whether a bug was in the
core Ghostty codebase or in the apprt itself. If a bug was in both
the glfw and macOS app then it was likely in the core.
3. It provided us a way on macOS to test OpenGL.
All of these reasons are no longer valid. Respectively:
1. Our Zig build scripts now execute the `xcodebuild` CLI directly and
can open the resulting app, stream logs, etc. This is the same
experience we have on Linux. (Xcode has always been a dependency of
building on macOS in general, so this is not cumbersome.)
2. We have a healthy group of maintainers, many of which have access
to both macOS and Linux, so we can quickly narrow down bugs
regardless of the apprt.
3. Our OpenGL renderer hasn't been compatible with macOS for some time
now, so this is no longer a useful feature.
At this point, the GLFW apprt is just a burden. It adds complexity
across the board, and some people try to run Ghostty with it in the real
world and get confused when it doesn't work (it's always been lacking in
features and buggy compared to the other apprts).
So, it's time to say goodbye. Its bittersweet because it is a big part
of Ghostty's history, but we've grown up now and it's time to move on.
Thank you, goodbye.
(NOTE: If you are a user of the GLFW apprt, then please fork the project
prior to this commit or start a new project based on it. We've warned
against using it for a very, very long time now.)
Fixes#7786
Fixes regression from #7683
This is a band-aid fix. The issue is that performable keybinds don't
show up in the reverse mapping that GUI toolkits use to find their key
equivalents. The full explanation of why is already in Binding.zig.
For macOS, we have a way to validate menu items before they're triggered
so we ideally do want a way to get reverse mappings even with
performable keybinds. But I think this wants to be optional and that's
all a bigger change. For now, this is a simple fix that will work.
Implemented cell color for Metal
Removed use of selection-invert-fg-bg
Mirrored feature to OpenGL
Added tests for SelectionColor
Fixed selection on inverted cell behavior
Implemented cell colors for cursor-text
Implemented cell colors for cursor-color, removed uses of cursor-invert-fg-bg during rendering
Updated docs for dynamically colored options
Updated docstrings, cleaned up awkward formatting, and moved style computation to avoid unnecssary invocations
Bump version in docstrings
Fixes#7706
We previously had a very specific backwards compatibility handler for
handling renamed fields. We always knew that wouldn't scale but I wanted
to wait for a real case. Well, #7706 is a real case, so here we are.
This commit makes our backwards compatibility handler more general
purpose, and makes a special-case handler for renamed fields built on
top of this same general purpose system. The new system lets us do a lot
more with regards to backwards compatibility.
To start, this addresses #7706 by allowing us to handle a removed single
enum value of a still-existing field.
In the future, I think this may continue to get _more_ general purpose
by moving the handlers from functions to structs so we can have more
metadata like descriptions and so on that we may use to generate docs or
other help strings.
Fixes#7706
We previously had a very specific backwards compatibility handler for
handling renamed fields. We always knew that wouldn't scale but I wanted
to wait for a real case. Well, #7706 is a real case, so here we are.
This commit makes our backwards compatibility handler more general
purpose, and makes a special-case handler for renamed fields built on
top of this same general purpose system. The new system lets us do a lot
more with regards to backwards compatibility.
To start, this addresses #7706 by allowing us to handle a removed single
enum value of a still-existing field.
Also fixes crashes in both vanilla GTK and Adwaita implementations of
`closeTab`, which erroneously close windows twice when there are no more
tabs left (we probably already handle it somewhere else).
This replaces #7433. The improvements are:
1) Install the systemd user service in the proper directory depending
on if it's a 'user' install or a 'system' install. This is controlled
either by using the `--system` build flag (as most packages will) or by
the `-Dsystem-package` flag.
2) Add the absolute path to the `ghostty` binary in the application
file, the DBus service, and the systemd user service. This is done so
that they do not depend on `ghostty` being in the `PATH` of whatever
is launching Ghostty. That `PATH` is not necessarily the same as the
`PATH` in a user shell (especially for DBus activation and systemd user
services).
3) Adjust the DBus bus name that is expected by the system depending on
the optimization level that Ghostty is compiled with.
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.
Reverts two commits:
977cd530c7bb9551de93900170bdaec4601b1b5b
820b7e432b57cd08c49d2e76cce4cb78016f0418
These break build from source on Linux for two reasons:
1.) The systemd user service needs to be installed in the `share`
prefix, not the `lib` prefix. This lets it get picked up in `~/.local`
but is also correct for just standard FHS paths.
2.) The `ghostty` path in the systemd user service needs to be absolute.
We should interpolate in the build install prefix to form an absolute
path.
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 `$EDITOR`. If Ghostty has never been
configured, this will also create the initial config file with some
default templated contents (the same as that which we introduced back in
Ghostty 1.0.1 or something -- not new behavior here).
This is useful on its own because it will find the correct configuration
path to open. If users are terminal users anyway (not a big stretch
since this is a terminal app), this will allow them to easily edit
config right away.
This is also forward looking: I want to replace our "Open Config" action
to open a Ghostty window executing this command so that users can edit
their config in a terminal editor. This has been heavily requested since
forever (short of a full GUI settings editor, which is not ready yet). I
don't do this in this PR but plan to in a future PR.
Even further forward looking: when we have an API, we can have
`edit-config` auto-reload the config on exit. This isn't possible today
but this is where we'd put that.
This adds a new CLI `ghostty +edit-config`. This will open the config
file in the user's specified `$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.
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.
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 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.
Conversion of #7497 to a PR. This implements a feature requested in
#7331: an option to hide the default window buttons on macOS for a
cleaner aesthetic.
~~Builds on #7502 as it requires the same change to avoid the main
toolbar title showing on top of the tab bar.~~ EDIT: rebased on main now
that #7502 was merged.
I aligned the scope of the new option with `macos-titlebar-style`, since
they both customize titlebar elements. This means it has the same edge
case quirks: For example, if you change the setting, reload the config,
and then open a new tab, the appearance of the current window will
depend on which tab is in the foreground. I did it this way because
`macos-titlebar-style` provided an easy template for which derived
configs and functions to modify. Let me know if you want me to try
adjusting this so that a change in the setting also takes effect for
current windows/tabs, which I _think_ should be possible.
Screenshots:
* `macos-titlebar-style = transparent` (default)


* `macos-titlebar-style = tabs`


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.