ghostty/pkg/opengl/Program.zig
Mitchell Hashimoto ea551990eb renderer: disable window-padding-color=extend in certain scenarios
There are scenarios where this configuration looks bad. This commit
introduces some heuristics to prevent it. Here are the heuristics:

  * Extension is always enabled on alt screen.
  * Extension is disabled if a row contains any default bg color. The
    thinking is that in this scenario, using the default bg color looks
    just fine.
  * Extension is disabled if a row is marked as a prompt (using semantic
    prompt sequences). The thinking here is that prompts often contain
    perfect fit glyphs such as Powerline glyphs and those look bad when
    extended.

This introduces some CPU cost to the extension feature but it should be
minimal and respects dirty tracking. This is unfortunate but the feature
makes many terminal scenarios look much better and the performance cost
is minimal so I believe it is worth it.

Further heuristics are likely warranted but this should be a good
starting set.
2024-08-03 21:56:19 -07:00

138 lines
3.7 KiB
Zig

const Program = @This();
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
const c = @import("c.zig");
const Shader = @import("Shader.zig");
const errors = @import("errors.zig");
const glad = @import("glad.zig");
id: c.GLuint,
pub const Binding = struct {
pub fn unbind(_: Binding) void {
glad.context.UseProgram.?(0);
}
};
pub fn create() !Program {
const id = glad.context.CreateProgram.?();
if (id == 0) try errors.mustError();
log.debug("program created id={}", .{id});
return .{ .id = id };
}
/// Create a program from a vertex and fragment shader source. This will
/// compile and link the vertex and fragment shader.
pub fn createVF(vsrc: [:0]const u8, fsrc: [:0]const u8) !Program {
const vs = try Shader.create(c.GL_VERTEX_SHADER);
try vs.setSourceAndCompile(vsrc);
defer vs.destroy();
const fs = try Shader.create(c.GL_FRAGMENT_SHADER);
try fs.setSourceAndCompile(fsrc);
defer fs.destroy();
const p = try create();
try p.attachShader(vs);
try p.attachShader(fs);
try p.link();
return p;
}
pub fn destroy(p: Program) void {
assert(p.id != 0);
glad.context.DeleteProgram.?(p.id);
log.debug("program destroyed id={}", .{p.id});
}
pub fn attachShader(p: Program, s: Shader) !void {
glad.context.AttachShader.?(p.id, s.id);
try errors.getError();
}
pub fn link(p: Program) !void {
glad.context.LinkProgram.?(p.id);
// Check if linking succeeded
var success: c_int = undefined;
glad.context.GetProgramiv.?(p.id, c.GL_LINK_STATUS, &success);
if (success == c.GL_TRUE) {
log.debug("program linked id={}", .{p.id});
return;
}
log.err("program link failure id={} message={s}", .{
p.id,
std.mem.sliceTo(&p.getInfoLog(), 0),
});
return error.CompileFailed;
}
pub fn use(p: Program) !Binding {
glad.context.UseProgram.?(p.id);
try errors.getError();
return .{};
}
pub fn uniformBlockBinding(
self: Program,
index: c.GLuint,
binding: c.GLuint,
) !void {
glad.context.UniformBlockBinding.?(self.id, index, binding);
try errors.getError();
}
/// Requires the program is currently in use.
pub fn setUniform(
p: Program,
n: [:0]const u8,
value: anytype,
) !void {
const loc = glad.context.GetUniformLocation.?(
p.id,
@ptrCast(n.ptr),
);
if (loc < 0) {
return error.UniformNameInvalid;
}
try errors.getError();
// Perform the correct call depending on the type of the value.
switch (@TypeOf(value)) {
bool => glad.context.Uniform1i.?(loc, if (value) 1 else 0),
comptime_int => glad.context.Uniform1i.?(loc, value),
f32 => glad.context.Uniform1f.?(loc, value),
@Vector(2, f32) => glad.context.Uniform2f.?(loc, value[0], value[1]),
@Vector(3, f32) => glad.context.Uniform3f.?(loc, value[0], value[1], value[2]),
@Vector(4, f32) => glad.context.Uniform4f.?(loc, value[0], value[1], value[2], value[3]),
[4]@Vector(4, f32) => glad.context.UniformMatrix4fv.?(
loc,
1,
c.GL_FALSE,
@ptrCast(&value),
),
else => {
log.warn("unsupported uniform type {}", .{@TypeOf(value)});
unreachable;
},
}
try errors.getError();
}
/// getInfoLog returns the info log for this program. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Program) [512]u8 {
var msg: [512]u8 = undefined;
glad.context.GetProgramInfoLog.?(s.id, msg.len, null, &msg);
return msg;
}