mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 08:46:08 +03:00

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.
400 lines
12 KiB
Zig
400 lines
12 KiB
Zig
const std = @import("std");
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const Allocator = std.mem.Allocator;
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const assert = std.debug.assert;
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const macos = @import("macos");
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const objc = @import("objc");
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const math = @import("../../math.zig");
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const mtl = @import("api.zig");
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const Pipeline = @import("Pipeline.zig");
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const log = std.log.scoped(.metal);
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/// This contains the state for the shaders used by the Metal renderer.
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pub const Shaders = struct {
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library: objc.Object,
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/// Renders cell foreground elements (text, decorations).
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cell_text_pipeline: Pipeline,
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/// The cell background shader is the shader used to render the
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/// background of terminal cells.
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cell_bg_pipeline: Pipeline,
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/// The image shader is the shader used to render images for things
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/// like the Kitty image protocol.
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image_pipeline: Pipeline,
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/// Custom shaders to run against the final drawable texture. This
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/// can be used to apply a lot of effects. Each shader is run in sequence
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/// against the output of the previous shader.
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post_pipelines: []const Pipeline,
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/// Set to true when deinited, if you try to deinit a defunct set
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/// of shaders it will just be ignored, to prevent double-free.
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defunct: bool = false,
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/// Initialize our shader set.
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///
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/// "post_shaders" is an optional list of postprocess shaders to run
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/// against the final drawable texture. This is an array of shader source
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/// code, not file paths.
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pub fn init(
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alloc: Allocator,
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device: objc.Object,
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post_shaders: []const [:0]const u8,
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pixel_format: mtl.MTLPixelFormat,
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) !Shaders {
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const library = try initLibrary(device);
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errdefer library.msgSend(void, objc.sel("release"), .{});
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const cell_text_pipeline = try initCellTextPipeline(device, library, pixel_format);
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errdefer cell_text_pipeline.deinit();
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const cell_bg_pipeline = try initCellBgPipeline(device, library, pixel_format);
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errdefer cell_bg_pipeline.deinit();
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const image_pipeline = try initImagePipeline(device, library, pixel_format);
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errdefer image_pipeline.deinit();
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const post_pipelines: []const Pipeline = initPostPipelines(
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alloc,
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device,
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library,
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post_shaders,
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pixel_format,
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) catch |err| err: {
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// If an error happens while building postprocess shaders we
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// want to just not use any postprocess shaders since we don't
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// want to block Ghostty from working.
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log.warn("error initializing postprocess shaders err={}", .{err});
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break :err &.{};
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};
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errdefer if (post_pipelines.len > 0) {
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for (post_pipelines) |pipeline| pipeline.deinit();
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alloc.free(post_pipelines);
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};
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return .{
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.library = library,
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.cell_text_pipeline = cell_text_pipeline,
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.cell_bg_pipeline = cell_bg_pipeline,
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.image_pipeline = image_pipeline,
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.post_pipelines = post_pipelines,
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};
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}
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pub fn deinit(self: *Shaders, alloc: Allocator) void {
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if (self.defunct) return;
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self.defunct = true;
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// Release our primary shaders
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self.cell_text_pipeline.deinit();
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self.cell_bg_pipeline.deinit();
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self.image_pipeline.deinit();
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self.library.msgSend(void, objc.sel("release"), .{});
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// Release our postprocess shaders
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if (self.post_pipelines.len > 0) {
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for (self.post_pipelines) |pipeline| {
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pipeline.deinit();
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}
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alloc.free(self.post_pipelines);
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}
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}
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};
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/// Single parameter for the image shader. See shader for field details.
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pub const Image = extern struct {
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grid_pos: [2]f32,
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cell_offset: [2]f32,
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source_rect: [4]f32,
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dest_size: [2]f32,
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};
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/// The uniforms that are passed to the terminal cell shader.
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pub const Uniforms = extern struct {
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// Note: all of the explicit alignments are copied from the
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// MSL developer reference just so that we can be sure that we got
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// it all exactly right.
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/// The projection matrix for turning world coordinates to normalized.
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/// This is calculated based on the size of the screen.
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projection_matrix: math.Mat align(16),
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/// Size of a single cell in pixels, unscaled.
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cell_size: [2]f32 align(8),
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/// Size of the grid in columns and rows.
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grid_size: [2]u16 align(4),
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/// The padding around the terminal grid in pixels. In order:
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/// top, right, bottom, left.
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grid_padding: [4]f32 align(16),
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/// Bit mask defining which directions to
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/// extend cell colors in to the padding.
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/// Order, LSB first: left, right, up, down
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padding_extend: PaddingExtend align(1),
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/// The minimum contrast ratio for text. The contrast ratio is calculated
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/// according to the WCAG 2.0 spec.
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min_contrast: f32 align(4),
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/// The cursor position and color.
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cursor_pos: [2]u16 align(4),
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cursor_color: [4]u8 align(4),
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/// The background color for the whole surface.
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bg_color: [4]u8 align(4),
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/// Various booleans.
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///
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/// TODO: Maybe put these in a packed struct, like for OpenGL.
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bools: extern struct {
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/// Whether the cursor is 2 cells wide.
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cursor_wide: bool align(1),
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/// Indicates that colors provided to the shader are already in
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/// the P3 color space, so they don't need to be converted from
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/// sRGB.
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use_display_p3: bool align(1),
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/// Indicates that the color attachments for the shaders have
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/// an `*_srgb` pixel format, which means the shaders need to
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/// output linear RGB colors rather than gamma encoded colors,
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/// since blending will be performed in linear space and then
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/// Metal itself will re-encode the colors for storage.
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use_linear_blending: bool align(1),
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/// Enables a weight correction step that makes text rendered
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/// with linear alpha blending have a similar apparent weight
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/// (thickness) to gamma-incorrect blending.
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use_linear_correction: bool align(1) = false,
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},
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const PaddingExtend = packed struct(u8) {
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left: bool = false,
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right: bool = false,
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up: bool = false,
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down: bool = false,
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_padding: u4 = 0,
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};
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};
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/// Initialize the MTLLibrary. A MTLLibrary is a collection of shaders.
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fn initLibrary(device: objc.Object) !objc.Object {
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const start = try std.time.Instant.now();
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const data = try macos.dispatch.Data.create(
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@embedFile("ghostty_metallib"),
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macos.dispatch.queue.getMain(),
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macos.dispatch.Data.DESTRUCTOR_DEFAULT,
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);
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defer data.release();
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var err: ?*anyopaque = null;
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const library = device.msgSend(
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objc.Object,
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objc.sel("newLibraryWithData:error:"),
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.{
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data,
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&err,
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},
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);
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try checkError(err);
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const end = try std.time.Instant.now();
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log.debug("shader library loaded time={}us", .{end.since(start) / std.time.ns_per_us});
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return library;
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}
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/// Initialize our custom shader pipelines.
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///
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/// The shaders argument is a set of shader source code, not file paths.
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fn initPostPipelines(
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alloc: Allocator,
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device: objc.Object,
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library: objc.Object,
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shaders: []const [:0]const u8,
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pixel_format: mtl.MTLPixelFormat,
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) ![]const Pipeline {
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// If we have no shaders, do nothing.
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if (shaders.len == 0) return &.{};
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// Keeps track of how many shaders we successfully wrote.
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var i: usize = 0;
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// Initialize our result set. If any error happens, we undo everything.
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var pipelines = try alloc.alloc(Pipeline, shaders.len);
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errdefer {
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for (pipelines[0..i]) |pipeline| {
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pipeline.deinit();
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}
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alloc.free(pipelines);
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}
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// Build each shader. Note we don't use "0.." to build our index
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// because we need to keep track of our length to clean up above.
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for (shaders) |source| {
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pipelines[i] = try initPostPipeline(
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device,
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library,
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source,
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pixel_format,
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);
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i += 1;
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}
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return pipelines;
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}
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/// Initialize a single custom shader pipeline from shader source.
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fn initPostPipeline(
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device: objc.Object,
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library: objc.Object,
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data: [:0]const u8,
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pixel_format: mtl.MTLPixelFormat,
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) !Pipeline {
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// Create our library which has the shader source
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const post_library = library: {
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const source = try macos.foundation.String.createWithBytes(
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data,
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.utf8,
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false,
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);
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defer source.release();
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var err: ?*anyopaque = null;
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const post_library = device.msgSend(
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objc.Object,
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objc.sel("newLibraryWithSource:options:error:"),
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.{ source, @as(?*anyopaque, null), &err },
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);
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try checkError(err);
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errdefer post_library.msgSend(void, objc.sel("release"), .{});
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break :library post_library;
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};
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defer post_library.msgSend(void, objc.sel("release"), .{});
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return try Pipeline.init(null, .{
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.device = device,
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.vertex_fn = "full_screen_vertex",
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.fragment_fn = "main0",
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.vertex_library = library,
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.fragment_library = post_library,
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.attachments = &.{
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.{
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.pixel_format = pixel_format,
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.blending_enabled = false,
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},
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},
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});
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}
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/// This is a single parameter for the terminal cell shader.
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pub const CellText = extern struct {
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glyph_pos: [2]u32 align(8) = .{ 0, 0 },
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glyph_size: [2]u32 align(8) = .{ 0, 0 },
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bearings: [2]i16 align(4) = .{ 0, 0 },
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grid_pos: [2]u16 align(4),
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color: [4]u8 align(4),
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mode: Mode align(1),
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constraint_width: u8 align(1) = 0,
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pub const Mode = enum(u8) {
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fg = 1,
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fg_constrained = 2,
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fg_color = 3,
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cursor = 4,
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fg_powerline = 5,
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};
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test {
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// Minimizing the size of this struct is important,
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// so we test it in order to be aware of any changes.
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try std.testing.expectEqual(32, @sizeOf(CellText));
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}
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};
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/// Initialize the cell render pipeline for our shader library.
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fn initCellTextPipeline(
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device: objc.Object,
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library: objc.Object,
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pixel_format: mtl.MTLPixelFormat,
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) !Pipeline {
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return try Pipeline.init(CellText, .{
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.device = device,
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.vertex_fn = "cell_text_vertex",
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.fragment_fn = "cell_text_fragment",
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.vertex_library = library,
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.fragment_library = library,
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.step_fn = .per_instance,
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.attachments = &.{
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.{
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.pixel_format = pixel_format,
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.blending_enabled = true,
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},
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},
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});
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}
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/// This is a single parameter for the cell bg shader.
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pub const CellBg = [4]u8;
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/// Initialize the cell background render pipeline for our shader library.
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fn initCellBgPipeline(
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device: objc.Object,
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library: objc.Object,
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pixel_format: mtl.MTLPixelFormat,
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) !Pipeline {
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return try Pipeline.init(null, .{
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.device = device,
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.vertex_fn = "cell_bg_vertex",
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.fragment_fn = "cell_bg_fragment",
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.vertex_library = library,
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.fragment_library = library,
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.attachments = &.{
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.{
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.pixel_format = pixel_format,
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.blending_enabled = false,
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},
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},
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});
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}
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/// Initialize the image render pipeline for our shader library.
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fn initImagePipeline(
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device: objc.Object,
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library: objc.Object,
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pixel_format: mtl.MTLPixelFormat,
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) !Pipeline {
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return try Pipeline.init(Image, .{
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.device = device,
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.vertex_fn = "image_vertex",
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.fragment_fn = "image_fragment",
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.vertex_library = library,
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.fragment_library = library,
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.step_fn = .per_instance,
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.attachments = &.{
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.{
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.pixel_format = pixel_format,
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.blending_enabled = true,
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},
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},
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});
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}
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fn checkError(err_: ?*anyopaque) !void {
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const nserr = objc.Object.fromId(err_ orelse return);
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const str = @as(
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*macos.foundation.String,
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@ptrCast(nserr.getProperty(?*anyopaque, "localizedDescription").?),
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);
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log.err("metal error={s}", .{str.cstringPtr(.ascii).?});
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return error.MetalFailed;
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}
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