ghostty/src/renderer/Metal.zig
Mitchell Hashimoto fb9c52ecf4 Nuke GLFW from Orbit
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All of these reasons are no longer valid.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.)
2025-07-04 14:12:18 -07:00

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//! Graphics API wrapper for Metal.
pub const Metal = @This();
const std = @import("std");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const builtin = @import("builtin");
const objc = @import("objc");
const macos = @import("macos");
const graphics = macos.graphics;
const apprt = @import("../apprt.zig");
const font = @import("../font/main.zig");
const configpkg = @import("../config.zig");
const rendererpkg = @import("../renderer.zig");
const Renderer = rendererpkg.GenericRenderer(Metal);
const shadertoy = @import("shadertoy.zig");
const mtl = @import("metal/api.zig");
const IOSurfaceLayer = @import("metal/IOSurfaceLayer.zig");
pub const GraphicsAPI = Metal;
pub const Target = @import("metal/Target.zig");
pub const Frame = @import("metal/Frame.zig");
pub const RenderPass = @import("metal/RenderPass.zig");
pub const Pipeline = @import("metal/Pipeline.zig");
const bufferpkg = @import("metal/buffer.zig");
pub const Buffer = bufferpkg.Buffer;
pub const Texture = @import("metal/Texture.zig");
pub const shaders = @import("metal/shaders.zig");
pub const custom_shader_target: shadertoy.Target = .msl;
// The fragCoord for Metal shaders is +Y = down.
pub const custom_shader_y_is_down = true;
/// Triple buffering.
pub const swap_chain_count = 3;
const log = std.log.scoped(.metal);
layer: IOSurfaceLayer,
/// MTLDevice
device: objc.Object,
/// MTLCommandQueue
queue: objc.Object,
/// Alpha blending mode
blending: configpkg.Config.AlphaBlending,
/// The default storage mode to use for resources created with our device.
///
/// This is based on whether the device is a discrete GPU or not, since
/// discrete GPUs do not have unified memory and therefore do not support
/// the "shared" storage mode, instead we have to use the "managed" mode.
default_storage_mode: mtl.MTLResourceOptions.StorageMode,
/// We start an AutoreleasePool before `drawFrame` and end it afterwards.
autorelease_pool: ?*objc.AutoreleasePool = null,
pub fn init(alloc: Allocator, opts: rendererpkg.Options) !Metal {
comptime switch (builtin.os.tag) {
.macos, .ios => {},
else => @compileError("unsupported platform for Metal"),
};
_ = alloc;
// Choose our MTLDevice and create a MTLCommandQueue for that device.
const device = try chooseDevice();
errdefer device.release();
const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{});
errdefer queue.release();
const default_storage_mode: mtl.MTLResourceOptions.StorageMode =
if (device.getProperty(bool, "hasUnifiedMemory")) .shared else .managed;
const ViewInfo = struct {
view: objc.Object,
scaleFactor: f64,
};
// Get the metadata about our underlying view that we'll be rendering to.
const info: ViewInfo = switch (apprt.runtime) {
apprt.embedded => .{
.scaleFactor = @floatCast(opts.rt_surface.content_scale.x),
.view = switch (opts.rt_surface.platform) {
.macos => |v| v.nsview,
.ios => |v| v.uiview,
},
},
else => @compileError("unsupported apprt for metal"),
};
// Create an IOSurfaceLayer which we can assign to the view to make
// it in to a "layer-hosting view", so that we can manually control
// the layer contents.
var layer = try IOSurfaceLayer.init();
errdefer layer.release();
// Add our layer to the view.
//
// On macOS we do this by making the view "layer-hosting"
// by assigning it to the view's `layer` property BEFORE
// setting `wantsLayer` to `true`.
//
// On iOS, views are always layer-backed, and `layer`
// is readonly, so instead we add it as a sublayer.
switch (comptime builtin.os.tag) {
.macos => {
info.view.setProperty("layer", layer.layer.value);
info.view.setProperty("wantsLayer", true);
},
.ios => {
info.view.msgSend(void, objc.sel("addSublayer"), .{layer.layer.value});
},
else => @compileError("unsupported target for Metal"),
}
// Ensure that if our layer is oversized it
// does not overflow the bounds of the view.
info.view.setProperty("clipsToBounds", true);
// Ensure that our layer has a content scale set to
// match the scale factor of the window. This avoids
// magnification issues leading to blurry rendering.
layer.layer.setProperty("contentsScale", info.scaleFactor);
// This makes it so that our display callback will actually be called.
layer.layer.setProperty("needsDisplayOnBoundsChange", true);
return .{
.layer = layer,
.device = device,
.queue = queue,
.blending = opts.config.blending,
.default_storage_mode = default_storage_mode,
};
}
pub fn deinit(self: *Metal) void {
self.queue.release();
self.device.release();
self.layer.release();
}
pub fn loopEnter(self: *Metal) void {
const renderer: *align(1) Renderer = @fieldParentPtr("api", self);
self.layer.setDisplayCallback(
@ptrCast(&displayCallback),
@ptrCast(renderer),
);
}
fn displayCallback(renderer: *Renderer) align(8) void {
renderer.drawFrame(true) catch |err| {
log.warn("Error drawing frame in display callback, err={}", .{err});
};
}
/// Actions taken before doing anything in `drawFrame`.
///
/// Right now we use this to start an AutoreleasePool.
pub fn drawFrameStart(self: *Metal) void {
assert(self.autorelease_pool == null);
self.autorelease_pool = .init();
}
/// Actions taken after `drawFrame` is done.
///
/// Right now we use this to end our AutoreleasePool.
pub fn drawFrameEnd(self: *Metal) void {
assert(self.autorelease_pool != null);
self.autorelease_pool.?.deinit();
self.autorelease_pool = null;
}
pub fn initShaders(
self: *const Metal,
alloc: Allocator,
custom_shaders: []const [:0]const u8,
) !shaders.Shaders {
return try shaders.Shaders.init(
alloc,
self.device,
custom_shaders,
// Using an `*_srgb` pixel format makes Metal gamma encode
// the pixels written to it *after* blending, which means
// we get linear alpha blending rather than gamma-incorrect
// blending.
if (self.blending.isLinear())
mtl.MTLPixelFormat.bgra8unorm_srgb
else
mtl.MTLPixelFormat.bgra8unorm,
);
}
/// Get the current size of the runtime surface.
pub fn surfaceSize(self: *const Metal) !struct { width: u32, height: u32 } {
const bounds = self.layer.layer.getProperty(graphics.Rect, "bounds");
const scale = self.layer.layer.getProperty(f64, "contentsScale");
return .{
.width = @intFromFloat(bounds.size.width * scale),
.height = @intFromFloat(bounds.size.height * scale),
};
}
/// Initialize a new render target which can be presented by this API.
pub fn initTarget(self: *const Metal, width: usize, height: usize) !Target {
return Target.init(.{
.device = self.device,
// Using an `*_srgb` pixel format makes Metal gamma encode the pixels
// written to it *after* blending, which means we get linear alpha
// blending rather than gamma-incorrect blending.
.pixel_format = if (self.blending.isLinear())
.bgra8unorm_srgb
else
.bgra8unorm,
.storage_mode = self.default_storage_mode,
.width = width,
.height = height,
});
}
/// Present the provided target.
pub inline fn present(self: *Metal, target: Target, sync: bool) !void {
if (sync) {
self.layer.setSurfaceSync(target.surface);
} else {
try self.layer.setSurface(target.surface);
}
}
/// Present the last presented target again. (noop for Metal)
pub inline fn presentLastTarget(self: *Metal) !void {
_ = self;
}
/// Returns the options to use when constructing buffers.
pub inline fn bufferOptions(self: Metal) bufferpkg.Options {
return .{
.device = self.device,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
};
}
pub const instanceBufferOptions = bufferOptions;
pub const uniformBufferOptions = bufferOptions;
pub const fgBufferOptions = bufferOptions;
pub const bgBufferOptions = bufferOptions;
pub const imageBufferOptions = bufferOptions;
pub const bgImageBufferOptions = bufferOptions;
/// Returns the options to use when constructing textures.
pub inline fn textureOptions(self: Metal) Texture.Options {
return .{
.device = self.device,
// Using an `*_srgb` pixel format makes Metal gamma encode the pixels
// written to it *after* blending, which means we get linear alpha
// blending rather than gamma-incorrect blending.
.pixel_format = if (self.blending.isLinear())
.bgra8unorm_srgb
else
.bgra8unorm,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
};
}
/// Pixel format for image texture options.
pub const ImageTextureFormat = enum {
/// 1 byte per pixel grayscale.
gray,
/// 4 bytes per pixel RGBA.
rgba,
/// 4 bytes per pixel BGRA.
bgra,
fn toPixelFormat(
self: ImageTextureFormat,
srgb: bool,
) mtl.MTLPixelFormat {
return switch (self) {
.gray => if (srgb) .r8unorm_srgb else .r8unorm,
.rgba => if (srgb) .rgba8unorm_srgb else .rgba8unorm,
.bgra => if (srgb) .bgra8unorm_srgb else .bgra8unorm,
};
}
};
/// Returns the options to use when constructing textures for images.
pub inline fn imageTextureOptions(
self: Metal,
format: ImageTextureFormat,
srgb: bool,
) Texture.Options {
return .{
.device = self.device,
.pixel_format = format.toPixelFormat(srgb),
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
};
}
/// Initializes a Texture suitable for the provided font atlas.
pub fn initAtlasTexture(
self: *const Metal,
atlas: *const font.Atlas,
) Texture.Error!Texture {
const pixel_format: mtl.MTLPixelFormat = switch (atlas.format) {
.grayscale => .r8unorm,
.bgra => .bgra8unorm_srgb,
else => @panic("unsupported atlas format for Metal texture"),
};
return try Texture.init(
.{
.device = self.device,
.pixel_format = pixel_format,
.resource_options = .{
// Indicate that the CPU writes to this resource but never reads it.
.cpu_cache_mode = .write_combined,
.storage_mode = self.default_storage_mode,
},
},
atlas.size,
atlas.size,
null,
);
}
/// Begin a frame.
pub inline fn beginFrame(
self: *const Metal,
/// Once the frame has been completed, the `frameCompleted` method
/// on the renderer is called with the health status of the frame.
renderer: *Renderer,
/// The target is presented via the provided renderer's API when completed.
target: *Target,
) !Frame {
return try Frame.begin(.{ .queue = self.queue }, renderer, target);
}
fn chooseDevice() error{NoMetalDevice}!objc.Object {
var chosen_device: ?objc.Object = null;
switch (comptime builtin.os.tag) {
.macos => {
const devices = objc.Object.fromId(mtl.MTLCopyAllDevices());
defer devices.release();
var iter = devices.iterate();
while (iter.next()) |device| {
// We want a GPU thats connected to a display.
if (device.getProperty(bool, "isHeadless")) continue;
chosen_device = device;
// If the user has an eGPU plugged in, they probably want
// to use it. Otherwise, integrated GPUs are better for
// battery life and thermals.
if (device.getProperty(bool, "isRemovable") or
device.getProperty(bool, "isLowPower")) break;
}
},
.ios => {
chosen_device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice());
},
else => @compileError("unsupported target for Metal"),
}
const device = chosen_device orelse return error.NoMetalDevice;
return device.retain();
}