Mitchell Hashimoto
a5066635f0
renderer: do not downsample oversized glyphs
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Fixes #696
We should rely on the rasterizer to create glyphs of the proper size,
including doing CPU resizing if necessary.
2023-10-17 10:55:04 -07:00
Mitchell Hashimoto
0918731d9a
renderer/metal: need to set proper alpha for fg mode in shader
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Fixes #673
2023-10-16 12:22:51 -07:00
Mitchell Hashimoto
e0ee5d1763
Revert "Merge pull request #322 from mitchellh/big-glyphs"
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This reverts commit 0ffbab00a42ba0fb9a3f2aa02428760df61d03d3, reversing
changes made to 6751087bead34efe1684997503c3764a63607397.
2023-08-24 21:05:33 -07:00
Mitchell Hashimoto
aad4bdb32a
renderer/opengl: glyphs that are too wide should be scaled down
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U+226A is 1-char wide according to the Unicode database but renders very
wide in many fonts. This causes it to leak outside of its grid cell. We
should scale down by x the same way we scale down by y.
2023-08-24 14:19:38 -07:00
Mitchell Hashimoto
7ff76ca00d
terminal/kitty-gfx: respect display c/r params
2023-08-22 14:43:50 -07:00
Mitchell Hashimoto
3bbfee676b
terminal/kitty-gfx: process source rectangle display params
2023-08-22 14:33:41 -07:00
Mitchell Hashimoto
84c72bbe46
renderer/metal: honor cell offset graphics command
2023-08-22 13:28:40 -07:00
Mitchell Hashimoto
5a9bbcbc2d
renderer/metal: clip image if necessary off top of viewport (scrolling)
2023-08-22 11:32:45 -07:00
Mitchell Hashimoto
cb70d86c00
renderer/metal: emit draw calls for images
2023-08-22 10:12:40 -07:00
Mitchell Hashimoto
e665fc6741
renderer/metal: first pass at an image shader
2023-08-22 09:20:30 -07:00
Mitchell Hashimoto
0ca6957d0c
renderer/{metal,opengl}: need to premult our cell alpha to have effect
2023-08-18 18:38:47 -07:00
Mitchell Hashimoto
cf519bcd75
Use procedurally generated sprites for cursors rather than shaders
2023-03-04 15:14:10 -08:00
Mitchell Hashimoto
60b2603304
metal: premult alpha for fg color
2023-02-24 08:39:55 -08:00
Mitchell Hashimoto
35cb9d20b1
opengl: use premult alpha on fg color to avoid dark edges
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This avoids an issue I only see in some renderers where the edges of
textures show up with a blurry border. Reading here:
https://www.realtimerendering.com/blog/gpus-prefer-premultiplication/
2023-02-24 07:57:50 -08:00
Mitchell Hashimoto
379072566f
remove underline support from shaders since we now use sprites
2022-11-27 16:18:00 -08:00
Mitchell Hashimoto
18de7cd2ef
Move shaders into the renderer dir
2022-11-15 13:10:43 -08:00