By using integers for the fragcoords I may have stepped on an edge case
which causes cell background positions to be shifted by 1 px under some
circumstances. I couldn't reproduce that issue in a VM, so I'm making
this commit for the user who was having the problem to test it.
This PR contains fixes for 4 different memory leaks that affected
Ghostty on macOS.
1. (whenever a font is loaded) CoreText font features dict list wasn't
properly released. Fixed by releasing.
2. (whenever a font is searched for) CoreText discovery iterator
descriptors weren't properly released. Fixed by releasing.
3. (during resize) Metal texture descriptors were not properly released.
Fixed by releasing.
4. (every frame) Objective-C runtime blocks for buffer completion
handler and IOSurfaceLayer set surface were not properly deallocated due
to issues with the internal implementation in `zig-objc`. Fixed in
`zig-objc`, dependency hash updated with fix.
A handful of small apparent leaks remain but their cause is not clear
and they're all static (not increasing over time, seemingly).
### Xcode memory graph "leaks" comparison
|Before (main)|After (this PR)|
|-|-|
|<img width="445" alt="image"
src="https://github.com/user-attachments/assets/d1c89918-8ab2-4201-bf1e-9b3a519a85a8"
/>|<img width="445" alt="image"
src="https://github.com/user-attachments/assets/88c60807-756e-48d8-9918-2a52d6556035"/>|
<sup>Images taken after launching Ghostty, creating 4 tabs, and rapidly
switching between them to force render many frames.</sup>
---
Hopefully this fixes the occasional OOM issues some users have reported.
This update also fixes a memory leak that was caused by blocks not being
deallocated and just collecting every single frame, slowly accumulating
memory until OOM.
This will allow users to enable Ghostty startup on login. Users will
need to explicitly enable startup on login via this command:
```sh
systemctl enable --user com.mitchellh.ghostty.service
```
This is done at the apprt-level for a couple reasons.
(1) For libghostty, we don't have a way to know what the embedding
application is doing, so its risky to create signal handlers that
might overwrite the application's signal handlers.
(2) It's extremely messy to deal with signals and multi-threading.
Apprts have framework access that handles this for us.
For GTK, we use g_unix_signal_add.
For macOS, we use `DispatchSource.makeSignalSource`. This is an awkward
API but made for this purpose.
This is done at the apprt-level for a couple reasons.
(1) For libghostty, we don't have a way to know what the embedding
application is doing, so its risky to create signal handlers that
might overwrite the application's signal handlers.
(2) It's extremely messy to deal with signals and multi-threading.
Apprts have framework access that handles this for us.
For GTK, we use g_unix_signal_add.
For macOS, we use `DispatchSource.makeSignalSource`. This is an awkward
API but made for this purpose.
Introduces `fill`, which fills between two `Fraction`s, use this instead
of `yHalfs` and friends wherever they're used, which also means we can
remove `rect`.
This commit does change alignment of the vertical/horizontal eighths in
certain cell sizes, but the change is for the better IMO. Also changes
the center-point alignment of smooth mosaics for odd cell widths, but
the change is no more than half a pixel at worst and is probably an
improvement ultimately.
This will allow users to enable Ghostty startup on login. Users will
need to explicitly enable startup on login via this command:
```sh
systemctl enable --user com.mitchellh.ghostty.service
```
I've included a compatibility test here to make sure that the numbers
from this are in line with the numbers produced by xHalfs, yThirds, etc.
After this commit I'll introduce a helper function that fills based on a
span specified with this enum to replace any uses of xHalfs and friends.
Once I do that I'll remove them and the compatibility test, this should
be a much cleaner interface for this and make it easier to consistently
align block elements with each other.
Use `xHalfs` and `yHalfs` so that the dimensions of each quadrant are
appropriately aligned with block elements like the one half block, which
could be 1px taller than the bottom quadrants before this change.
This is in line with what we do for sextants, the fact that on odd-sized
cells there's a 1px overlap is considered acceptable there so I assume
it's acceptable here too.
- Large rework of how we draw sprite font glyphs, explained in the
commit message and comments.
- Adds separated block sextants from symbols for legacy computing
supplement
- Adds explicit underline cursor instead of using underline glyph for
it, resolves#7651, supersedes #7685
Currently we support these glyphs with the sprite font:
```
─━│┃┄┅┆┇┈┉┊┋┌┍┎┏┐┑┒┓└┕┖┗┘┙┚┛├┝┞┟┠┡┢┣┤┥┦┧┨┩┪┫┬┭┮┯┰┱┲┳┴┵┶┷┸┹┺┻┼┽┾┿╀╁╂╃╄╅╆╇╈╉╊╋╌╍╎╏═║╒╓╔╕╖╗╘╙╚╛╜╝╞╟╠╡╢╣╤╥╦╧╨╩╪╫╬╭╮╯╰╱╲╳╴╵╶╷╸╹╺╻╼╽╾╿▀▁▂▃▄▅▆▇█▉▊▋▌▍▎▏▐░▒▓▔▕▖▗▘▙▚▛▜▝▞▟◢◣◤◥◸◹◺◿⠀⠁⠂⠃⠄⠅⠆⠇⠈⠉⠊⠋⠌⠍⠎⠏⠐⠑⠒⠓⠔⠕⠖⠗⠘⠙⠚⠛⠜⠝⠞⠟⠠⠡⠢⠣⠤⠥⠦⠧⠨⠩⠪⠫⠬⠭⠮⠯⠰⠱⠲⠳⠴⠵⠶⠷⠸⠹⠺⠻⠼⠽⠾⠿⡀⡁⡂⡃⡄⡅⡆⡇⡈⡉⡊⡋⡌⡍⡎⡏⡐⡑⡒⡓⡔⡕⡖⡗⡘⡙⡚⡛⡜⡝⡞⡟⡠⡡⡢⡣⡤⡥⡦⡧⡨⡩⡪⡫⡬⡭⡮⡯⡰⡱⡲⡳⡴⡵⡶⡷⡸⡹⡺⡻⡼⡽⡾⡿⢀⢁⢂⢃⢄⢅⢆⢇⢈⢉⢊⢋⢌⢍⢎⢏⢐⢑⢒⢓⢔⢕⢖⢗⢘⢙⢚⢛⢜⢝⢞⢟⢠⢡⢢⢣⢤⢥⢦⢧⢨⢩⢪⢫⢬⢭⢮⢯⢰⢱⢲⢳⢴⢵⢶⢷⢸⢹⢺⢻⢼⢽⢾⢿⣀⣁⣂⣃⣄⣅⣆⣇⣈⣉⣊⣋⣌⣍⣎⣏⣐⣑⣒⣓⣔⣕⣖⣗⣘⣙⣚⣛⣜⣝⣞⣟⣠⣡⣢⣣⣤⣥⣦⣧⣨⣩⣪⣫⣬⣭⣮⣯⣰⣱⣲⣳⣴⣵⣶⣷⣸⣹⣺⣻⣼⣽⣾⣿🬀🬁🬂🬃🬄🬅🬆🬇🬈🬉🬊🬋🬌🬍🬎🬏🬐🬑🬒🬓🬔🬕🬖🬗🬘🬙🬚🬛🬜🬝🬞🬟🬠🬡🬢🬣🬤🬥🬦🬧🬨🬩🬪🬫🬬🬭🬮🬯🬰🬱🬲🬳🬴🬵🬶🬷🬸🬹🬺🬻🬼🬽🬾🬿🭀🭁🭂🭃🭄🭅🭆🭇🭈🭉🭊🭋🭌🭍🭎🭏🭐🭑🭒🭓🭔🭕🭖🭗🭘🭙🭚🭛🭜🭝🭞🭟🭠🭡🭢🭣🭤🭥🭦🭧🭨🭩🭪🭫🭬🭭🭮🭯🭰🭱🭲🭳🭴🭵🭶🭷🭸🭹🭺🭻🭼🭽🭾🭿🮀🮁🮂🮃🮄🮅🮆🮇🮈🮉🮊🮋🮌🮍🮎🮏🮐🮑🮒🮔🮕🮖🮗🮘🮙🮚🮛🮜🮝🮞🮟🮠🮡🮢🮣🮤🮥🮦🮧🮨🮩🮪🮫🮬🮭🮮🮯🮽🮾🮿
```
Screenshot:
<img width="1121" alt="image"
src="https://github.com/user-attachments/assets/d0979bf0-f585-415b-bbc7-b7b399adce25"
/>
I plan on doing a follow-up PR with a lot of new supported glyphs now
that it's so much easier to add them.
This pull request adds Korean translations.
I do want to add that while I do speak Korean _I am not a native
speaker_. I've done my best to provide translations as natural as
possible, but I'd love it if a native speaker could improve it before
merging.
Fixes#7625 (which apparently didn't catch anyone's attention, but I'd
be very surprised if no one were able to reproduce it if they tried;
also, re discord chat)
We need to use this version of z2d so that we can get reproducible PNG
exports in CI for testing, since previously the PNG export was affected
by the CPU arch / features because it depended on vector width.
This was creating problems with the branch drawing glyphs at some sizes.
In the future the whole "foreground modes" thing needs to be reworked,
so this is just a stopgap until that gets turned in to something nicer.
This is a fairly large rework of how we handle the sprite font drawing.
Drawing routines are now context-less, provided only a canvas and some
metrics. There is now a separate file per unicode block / PUA area.
Sprites are now drawn on canvases with an extra quarter-cell of padding
on each edge, and automatically cropped when sent to the atlas, this
allows sprites to extend past cell boundaries which makes it possible to
have, for example, diagonal box drawing characters that connect across
cell diagonals instead of being pinched in.
Most of the sprites the code is just directly ported from the old code,
but I've rewritten a handful. Moving forward, I'd like to rewrite more
of these since the way they're currently written isn't ideal.
This rework, in addition to improving the packing efficiency of sprites
on the atlas, and allowing for out-of-cell drawing, will make it a lot
easier to add new sprites in the future, since all it takes now is to
add a single function and an import (if it's a new file).
I reworked the regression/change testing to be more robust as well, it
now covers all sprite glyphs (except non-codepoint ones) and does so at
4 different sizes. Addition/removal of glyphs will no longer create diff
noise in the generated diff image, since the position in the image of
each glyph is now fixed.