ghostty/src/renderer/metal/shaders.zig
Qwerasd c7a7474be0 renderer: move custom shader uniforms out of frame state
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.
2025-06-21 23:07:18 -06:00

400 lines
12 KiB
Zig

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