mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
1646 lines
56 KiB
Zig
1646 lines
56 KiB
Zig
//! Renderer implementation for Metal.
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//!
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//! Open questions:
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//!
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pub const Metal = @This();
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const std = @import("std");
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const builtin = @import("builtin");
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const glfw = @import("glfw");
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const objc = @import("objc");
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const macos = @import("macos");
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const imgui = @import("imgui");
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const apprt = @import("../apprt.zig");
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const configpkg = @import("../config.zig");
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const font = @import("../font/main.zig");
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const terminal = @import("../terminal/main.zig");
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const renderer = @import("../renderer.zig");
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const math = @import("../math.zig");
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const Surface = @import("../Surface.zig");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const Terminal = terminal.Terminal;
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const mtl = @import("metal/api.zig");
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const mtl_buffer = @import("metal/buffer.zig");
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const mtl_image = @import("metal/image.zig");
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const mtl_shaders = @import("metal/shaders.zig");
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const Image = mtl_image.Image;
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const ImageMap = mtl_image.ImageMap;
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const Shaders = mtl_shaders.Shaders;
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const CellBuffer = mtl_buffer.Buffer(mtl_shaders.Cell);
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const ImageBuffer = mtl_buffer.Buffer(mtl_shaders.Image);
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const InstanceBuffer = mtl_buffer.Buffer(u16);
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const ImagePlacementList = std.ArrayListUnmanaged(mtl_image.Placement);
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// Get native API access on certain platforms so we can do more customization.
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const glfwNative = glfw.Native(.{
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.cocoa = builtin.os.tag == .macos,
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});
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const log = std.log.scoped(.metal);
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/// Allocator that can be used
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alloc: std.mem.Allocator,
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/// The configuration we need derived from the main config.
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config: DerivedConfig,
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/// The mailbox for communicating with the window.
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surface_mailbox: apprt.surface.Mailbox,
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/// Current cell dimensions for this grid.
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cell_size: renderer.CellSize,
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/// Current screen size dimensions for this grid. This is set on the first
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/// resize event, and is not immediately available.
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screen_size: ?renderer.ScreenSize,
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/// Explicit padding.
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padding: renderer.Options.Padding,
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/// True if the window is focused
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focused: bool,
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/// The actual foreground color. May differ from the config foreground color if
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/// changed by a terminal application
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foreground_color: terminal.color.RGB,
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/// The actual background color. May differ from the config background color if
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/// changed by a terminal application
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background_color: terminal.color.RGB,
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/// The actual cursor color. May differ from the config cursor color if changed
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/// by a terminal application
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cursor_color: ?terminal.color.RGB,
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/// The current set of cells to render. This is rebuilt on every frame
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/// but we keep this around so that we don't reallocate. Each set of
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/// cells goes into a separate shader.
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cells_bg: std.ArrayListUnmanaged(mtl_shaders.Cell),
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cells: std.ArrayListUnmanaged(mtl_shaders.Cell),
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/// The current GPU uniform values.
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uniforms: mtl_shaders.Uniforms,
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/// The font structures.
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font_group: *font.GroupCache,
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font_shaper: font.Shaper,
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/// The images that we may render.
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images: ImageMap = .{},
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image_placements: ImagePlacementList = .{},
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image_bg_end: u32 = 0,
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image_text_end: u32 = 0,
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/// Metal state
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shaders: Shaders, // Compiled shaders
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buf_cells: CellBuffer, // Vertex buffer for cells
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buf_cells_bg: CellBuffer, // Vertex buffer for background cells
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buf_instance: InstanceBuffer, // MTLBuffer
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/// Metal objects
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device: objc.Object, // MTLDevice
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queue: objc.Object, // MTLCommandQueue
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swapchain: objc.Object, // CAMetalLayer
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texture_greyscale: objc.Object, // MTLTexture
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texture_color: objc.Object, // MTLTexture
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/// The configuration for this renderer that is derived from the main
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/// configuration. This must be exported so that we don't need to
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/// pass around Config pointers which makes memory management a pain.
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pub const DerivedConfig = struct {
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font_thicken: bool,
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font_features: std.ArrayList([]const u8),
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font_styles: font.Group.StyleStatus,
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cursor_color: ?terminal.color.RGB,
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cursor_opacity: f64,
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cursor_text: ?terminal.color.RGB,
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background: terminal.color.RGB,
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background_opacity: f64,
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foreground: terminal.color.RGB,
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selection_background: ?terminal.color.RGB,
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selection_foreground: ?terminal.color.RGB,
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invert_selection_fg_bg: bool,
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pub fn init(
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alloc_gpa: Allocator,
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config: *const configpkg.Config,
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) !DerivedConfig {
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// Copy our font features
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var font_features = features: {
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var clone = try config.@"font-feature".list.clone(alloc_gpa);
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break :features clone.toManaged(alloc_gpa);
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};
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errdefer font_features.deinit();
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// Get our font styles
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var font_styles = font.Group.StyleStatus.initFill(true);
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font_styles.set(.bold, config.@"font-style-bold" != .false);
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font_styles.set(.italic, config.@"font-style-italic" != .false);
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font_styles.set(.bold_italic, config.@"font-style-bold-italic" != .false);
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return .{
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.background_opacity = @max(0, @min(1, config.@"background-opacity")),
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.font_thicken = config.@"font-thicken",
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.font_features = font_features,
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.font_styles = font_styles,
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.cursor_color = if (config.@"cursor-color") |col|
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col.toTerminalRGB()
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else
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null,
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.cursor_text = if (config.@"cursor-text") |txt|
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txt.toTerminalRGB()
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else
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null,
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.cursor_opacity = @max(0, @min(1, config.@"cursor-opacity")),
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.background = config.background.toTerminalRGB(),
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.foreground = config.foreground.toTerminalRGB(),
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.invert_selection_fg_bg = config.@"invert-selection-fg-bg",
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.selection_background = if (config.@"selection-background") |bg|
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bg.toTerminalRGB()
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else
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null,
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.selection_foreground = if (config.@"selection-foreground") |bg|
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bg.toTerminalRGB()
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else
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null,
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};
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}
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pub fn deinit(self: *DerivedConfig) void {
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self.font_features.deinit();
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}
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};
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/// Returns the hints that we want for this
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pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints {
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return .{
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.client_api = .no_api,
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.transparent_framebuffer = config.@"background-opacity" < 1,
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};
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}
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/// This is called early right after window creation to setup our
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/// window surface as necessary.
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pub fn surfaceInit(surface: *apprt.Surface) !void {
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_ = surface;
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// We don't do anything else here because we want to set everything
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// else up during actual initialization.
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}
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pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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// Initialize our metal stuff
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const device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice());
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const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{});
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const swapchain = swapchain: {
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const CAMetalLayer = objc.Class.getClass("CAMetalLayer").?;
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const swapchain = CAMetalLayer.msgSend(objc.Object, objc.sel("layer"), .{});
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swapchain.setProperty("device", device.value);
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swapchain.setProperty("opaque", options.config.background_opacity >= 1);
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// disable v-sync
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swapchain.setProperty("displaySyncEnabled", false);
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break :swapchain swapchain;
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};
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// Get our cell metrics based on a regular font ascii 'M'. Why 'M'?
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// Doesn't matter, any normal ASCII will do we're just trying to make
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// sure we use the regular font.
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const metrics = metrics: {
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const index = (try options.font_group.indexForCodepoint(alloc, 'M', .regular, .text)).?;
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const face = try options.font_group.group.faceFromIndex(index);
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break :metrics face.metrics;
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};
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log.debug("cell dimensions={}", .{metrics});
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// Set the sprite font up
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options.font_group.group.sprite = font.sprite.Face{
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.width = metrics.cell_width,
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.height = metrics.cell_height,
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.thickness = metrics.underline_thickness *
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@as(u32, if (options.config.font_thicken) 2 else 1),
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.underline_position = metrics.underline_position,
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};
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// Create the font shaper. We initially create a shaper that can support
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// a width of 160 which is a common width for modern screens to help
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// avoid allocations later.
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var font_shaper = try font.Shaper.init(alloc, .{
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.features = options.config.font_features.items,
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});
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errdefer font_shaper.deinit();
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// Vertex buffers
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var buf_cells = try CellBuffer.init(device, 160 * 160);
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errdefer buf_cells.deinit();
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var buf_cells_bg = try CellBuffer.init(device, 160 * 160);
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errdefer buf_cells_bg.deinit();
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var buf_instance = try InstanceBuffer.initFill(device, &.{
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0, 1, 3, // Top-left triangle
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1, 2, 3, // Bottom-right triangle
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});
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errdefer buf_instance.deinit();
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// Initialize our shaders
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var shaders = try Shaders.init(device);
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errdefer shaders.deinit();
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// Font atlas textures
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const texture_greyscale = try initAtlasTexture(device, &options.font_group.atlas_greyscale);
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const texture_color = try initAtlasTexture(device, &options.font_group.atlas_color);
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return Metal{
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.alloc = alloc,
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.config = options.config,
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.surface_mailbox = options.surface_mailbox,
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.cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height },
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.screen_size = null,
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.padding = options.padding,
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.focused = true,
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.foreground_color = options.config.foreground,
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.background_color = options.config.background,
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.cursor_color = options.config.cursor_color,
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// Render state
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.cells_bg = .{},
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.cells = .{},
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.uniforms = .{
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.projection_matrix = undefined,
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.cell_size = undefined,
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.strikethrough_position = @floatFromInt(metrics.strikethrough_position),
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.strikethrough_thickness = @floatFromInt(metrics.strikethrough_thickness),
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},
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// Fonts
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.font_group = options.font_group,
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.font_shaper = font_shaper,
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// Shaders
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.shaders = shaders,
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.buf_cells = buf_cells,
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.buf_cells_bg = buf_cells_bg,
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.buf_instance = buf_instance,
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// Metal stuff
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.device = device,
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.queue = queue,
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.swapchain = swapchain,
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.texture_greyscale = texture_greyscale,
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.texture_color = texture_color,
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};
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}
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pub fn deinit(self: *Metal) void {
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self.cells.deinit(self.alloc);
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self.cells_bg.deinit(self.alloc);
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self.font_shaper.deinit();
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self.config.deinit();
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{
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var it = self.images.iterator();
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while (it.next()) |kv| kv.value_ptr.deinit(self.alloc);
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self.images.deinit(self.alloc);
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}
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self.image_placements.deinit(self.alloc);
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self.buf_cells_bg.deinit();
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self.buf_cells.deinit();
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self.buf_instance.deinit();
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deinitMTLResource(self.texture_greyscale);
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deinitMTLResource(self.texture_color);
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self.queue.msgSend(void, objc.sel("release"), .{});
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self.shaders.deinit();
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self.* = undefined;
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}
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/// This is called just prior to spinning up the renderer thread for
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/// final main thread setup requirements.
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pub fn finalizeSurfaceInit(self: *const Metal, surface: *apprt.Surface) !void {
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const Info = struct {
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view: objc.Object,
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scaleFactor: f64,
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};
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// Get the view and scale factor for our surface.
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const info: Info = switch (apprt.runtime) {
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apprt.glfw => info: {
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// Everything in glfw is window-oriented so we grab the backing
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// window, then derive everything from that.
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const nswindow = objc.Object.fromId(glfwNative.getCocoaWindow(surface.window).?);
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const contentView = objc.Object.fromId(nswindow.getProperty(?*anyopaque, "contentView").?);
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const scaleFactor = nswindow.getProperty(macos.graphics.c.CGFloat, "backingScaleFactor");
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break :info .{
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.view = contentView,
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.scaleFactor = scaleFactor,
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};
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},
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apprt.embedded => .{
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.view = surface.nsview,
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.scaleFactor = @floatCast(surface.content_scale.x),
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},
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else => @compileError("unsupported apprt for metal"),
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};
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// Make our view layer-backed with our Metal layer
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info.view.setProperty("layer", self.swapchain.value);
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info.view.setProperty("wantsLayer", true);
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// Ensure that our metal layer has a content scale set to match the
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// scale factor of the window. This avoids magnification issues leading
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// to blurry rendering.
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const layer = info.view.getProperty(objc.Object, "layer");
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layer.setProperty("contentsScale", info.scaleFactor);
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}
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/// Callback called by renderer.Thread when it begins.
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pub fn threadEnter(self: *const Metal, surface: *apprt.Surface) !void {
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_ = self;
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_ = surface;
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// Metal requires no per-thread state.
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}
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/// Callback called by renderer.Thread when it exits.
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pub fn threadExit(self: *const Metal) void {
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_ = self;
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// Metal requires no per-thread state.
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}
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/// Returns the grid size for a given screen size. This is safe to call
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/// on any thread.
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fn gridSize(self: *Metal) ?renderer.GridSize {
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const screen_size = self.screen_size orelse return null;
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return renderer.GridSize.init(
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screen_size.subPadding(self.padding.explicit),
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self.cell_size,
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);
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}
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/// Callback when the focus changes for the terminal this is rendering.
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///
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/// Must be called on the render thread.
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pub fn setFocus(self: *Metal, focus: bool) !void {
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self.focused = focus;
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}
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/// Set the new font size.
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///
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/// Must be called on the render thread.
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pub fn setFontSize(self: *Metal, size: font.face.DesiredSize) !void {
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log.info("set font size={}", .{size});
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// Set our new size, this will also reset our font atlas.
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try self.font_group.setSize(size);
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// Recalculate our metrics
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const metrics = metrics: {
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const index = (try self.font_group.indexForCodepoint(self.alloc, 'M', .regular, .text)).?;
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const face = try self.font_group.group.faceFromIndex(index);
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break :metrics face.metrics;
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};
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const new_cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height };
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// Update our uniforms
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self.uniforms = .{
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.projection_matrix = self.uniforms.projection_matrix,
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.cell_size = .{
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@floatFromInt(new_cell_size.width),
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@floatFromInt(new_cell_size.height),
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},
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.strikethrough_position = @floatFromInt(metrics.strikethrough_position),
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.strikethrough_thickness = @floatFromInt(metrics.strikethrough_thickness),
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};
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// Recalculate our cell size. If it is the same as before, then we do
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// nothing since the grid size couldn't have possibly changed.
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if (std.meta.eql(self.cell_size, new_cell_size)) return;
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self.cell_size = new_cell_size;
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// Set the sprite font up
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self.font_group.group.sprite = font.sprite.Face{
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.width = self.cell_size.width,
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.height = self.cell_size.height,
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.thickness = metrics.underline_thickness * @as(u32, if (self.config.font_thicken) 2 else 1),
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.underline_position = metrics.underline_position,
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};
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// Notify the window that the cell size changed.
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_ = self.surface_mailbox.push(.{
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.cell_size = new_cell_size,
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}, .{ .forever = {} });
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}
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/// The primary render callback that is completely thread-safe.
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pub fn render(
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self: *Metal,
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surface: *apprt.Surface,
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state: *renderer.State,
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cursor_blink_visible: bool,
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) !void {
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_ = surface;
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// Data we extract out of the critical area.
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const Critical = struct {
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bg: terminal.color.RGB,
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selection: ?terminal.Selection,
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screen: terminal.Screen,
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preedit: ?renderer.State.Preedit,
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cursor_style: ?renderer.CursorStyle,
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};
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// Update all our data as tightly as possible within the mutex.
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var critical: Critical = critical: {
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state.mutex.lock();
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defer state.mutex.unlock();
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// If we're in a synchronized output state, we pause all rendering.
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if (state.terminal.modes.get(.synchronized_output)) {
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log.debug("synchronized output started, skipping render", .{});
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return;
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}
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// Swap bg/fg if the terminal is reversed
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const bg = self.background_color;
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const fg = self.foreground_color;
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defer {
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self.background_color = bg;
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self.foreground_color = fg;
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}
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if (state.terminal.modes.get(.reverse_colors)) {
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self.background_color = fg;
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self.foreground_color = bg;
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}
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// We used to share terminal state, but we've since learned through
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// analysis that it is faster to copy the terminal state than to
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// hold the lock while rebuilding GPU cells.
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const viewport_bottom = state.terminal.screen.viewportIsBottom();
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var screen_copy = if (viewport_bottom) try state.terminal.screen.clone(
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self.alloc,
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.{ .active = 0 },
|
|
.{ .active = state.terminal.rows - 1 },
|
|
) else try state.terminal.screen.clone(
|
|
self.alloc,
|
|
.{ .viewport = 0 },
|
|
.{ .viewport = state.terminal.rows - 1 },
|
|
);
|
|
errdefer screen_copy.deinit();
|
|
|
|
// Convert our selection to viewport points because we copy only
|
|
// the viewport above.
|
|
const selection: ?terminal.Selection = if (state.terminal.screen.selection) |sel|
|
|
sel.toViewport(&state.terminal.screen)
|
|
else
|
|
null;
|
|
|
|
// Whether to draw our cursor or not.
|
|
const cursor_style = renderer.cursorStyle(
|
|
state,
|
|
self.focused,
|
|
cursor_blink_visible,
|
|
);
|
|
|
|
// If we have Kitty graphics data, we enter a SLOW SLOW SLOW path.
|
|
// We only do this if the Kitty image state is dirty meaning only if
|
|
// it changes.
|
|
if (state.terminal.screen.kitty_images.dirty) {
|
|
try self.prepKittyGraphics(state.terminal);
|
|
}
|
|
|
|
break :critical .{
|
|
.bg = self.background_color,
|
|
.selection = selection,
|
|
.screen = screen_copy,
|
|
.preedit = if (cursor_style != null) state.preedit else null,
|
|
.cursor_style = cursor_style,
|
|
};
|
|
};
|
|
defer critical.screen.deinit();
|
|
|
|
// @autoreleasepool {}
|
|
const pool = objc.AutoreleasePool.init();
|
|
defer pool.deinit();
|
|
|
|
// Build our GPU cells
|
|
try self.rebuildCells(
|
|
critical.selection,
|
|
&critical.screen,
|
|
critical.preedit,
|
|
critical.cursor_style,
|
|
);
|
|
|
|
// Get our drawable (CAMetalDrawable)
|
|
const drawable = self.swapchain.msgSend(objc.Object, objc.sel("nextDrawable"), .{});
|
|
|
|
// If our font atlas changed, sync the texture data
|
|
if (self.font_group.atlas_greyscale.modified) {
|
|
try syncAtlasTexture(self.device, &self.font_group.atlas_greyscale, &self.texture_greyscale);
|
|
self.font_group.atlas_greyscale.modified = false;
|
|
}
|
|
if (self.font_group.atlas_color.modified) {
|
|
try syncAtlasTexture(self.device, &self.font_group.atlas_color, &self.texture_color);
|
|
self.font_group.atlas_color.modified = false;
|
|
}
|
|
|
|
// Go through our images and see if we need to setup any textures.
|
|
{
|
|
var image_it = self.images.iterator();
|
|
while (image_it.next()) |kv| {
|
|
switch (kv.value_ptr.*) {
|
|
.ready => {},
|
|
|
|
.pending_rgb,
|
|
.pending_rgba,
|
|
=> try kv.value_ptr.upload(self.alloc, self.device),
|
|
|
|
.unload_pending,
|
|
.unload_ready,
|
|
=> {
|
|
kv.value_ptr.deinit(self.alloc);
|
|
self.images.removeByPtr(kv.key_ptr);
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
// Command buffer (MTLCommandBuffer)
|
|
const buffer = self.queue.msgSend(objc.Object, objc.sel("commandBuffer"), .{});
|
|
|
|
{
|
|
// MTLRenderPassDescriptor
|
|
const desc = desc: {
|
|
const MTLRenderPassDescriptor = objc.Class.getClass("MTLRenderPassDescriptor").?;
|
|
const desc = MTLRenderPassDescriptor.msgSend(
|
|
objc.Object,
|
|
objc.sel("renderPassDescriptor"),
|
|
.{},
|
|
);
|
|
|
|
// Set our color attachment to be our drawable surface.
|
|
const attachments = objc.Object.fromId(desc.getProperty(?*anyopaque, "colorAttachments"));
|
|
{
|
|
const attachment = attachments.msgSend(
|
|
objc.Object,
|
|
objc.sel("objectAtIndexedSubscript:"),
|
|
.{@as(c_ulong, 0)},
|
|
);
|
|
|
|
// Texture is a property of CAMetalDrawable but if you run
|
|
// Ghostty in XCode in debug mode it returns a CaptureMTLDrawable
|
|
// which ironically doesn't implement CAMetalDrawable as a
|
|
// property so we just send a message.
|
|
const texture = drawable.msgSend(objc.c.id, objc.sel("texture"), .{});
|
|
attachment.setProperty("loadAction", @intFromEnum(mtl.MTLLoadAction.clear));
|
|
attachment.setProperty("storeAction", @intFromEnum(mtl.MTLStoreAction.store));
|
|
attachment.setProperty("texture", texture);
|
|
attachment.setProperty("clearColor", mtl.MTLClearColor{
|
|
.red = @as(f32, @floatFromInt(critical.bg.r)) / 255,
|
|
.green = @as(f32, @floatFromInt(critical.bg.g)) / 255,
|
|
.blue = @as(f32, @floatFromInt(critical.bg.b)) / 255,
|
|
.alpha = self.config.background_opacity,
|
|
});
|
|
}
|
|
|
|
break :desc desc;
|
|
};
|
|
|
|
// MTLRenderCommandEncoder
|
|
const encoder = buffer.msgSend(
|
|
objc.Object,
|
|
objc.sel("renderCommandEncoderWithDescriptor:"),
|
|
.{desc.value},
|
|
);
|
|
defer encoder.msgSend(void, objc.sel("endEncoding"), .{});
|
|
|
|
// Draw background images first
|
|
try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]);
|
|
|
|
// Then draw background cells
|
|
try self.drawCells(encoder, &self.buf_cells_bg, self.cells_bg);
|
|
|
|
// Then draw images under text
|
|
try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_text_end]);
|
|
|
|
// Then draw fg cells
|
|
try self.drawCells(encoder, &self.buf_cells, self.cells);
|
|
|
|
// Then draw remaining images
|
|
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]);
|
|
}
|
|
|
|
buffer.msgSend(void, objc.sel("presentDrawable:"), .{drawable.value});
|
|
buffer.msgSend(void, objc.sel("commit"), .{});
|
|
}
|
|
|
|
fn drawImagePlacements(
|
|
self: *Metal,
|
|
encoder: objc.Object,
|
|
placements: []const mtl_image.Placement,
|
|
) !void {
|
|
if (placements.len == 0) return;
|
|
|
|
// Use our image shader pipeline
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setRenderPipelineState:"),
|
|
.{self.shaders.image_pipeline.value},
|
|
);
|
|
|
|
// Set our uniform, which is the only shared buffer
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setVertexBytes:length:atIndex:"),
|
|
.{
|
|
@as(*const anyopaque, @ptrCast(&self.uniforms)),
|
|
@as(c_ulong, @sizeOf(@TypeOf(self.uniforms))),
|
|
@as(c_ulong, 1),
|
|
},
|
|
);
|
|
|
|
for (placements) |placement| {
|
|
try self.drawImagePlacement(encoder, placement);
|
|
}
|
|
}
|
|
|
|
fn drawImagePlacement(
|
|
self: *Metal,
|
|
encoder: objc.Object,
|
|
p: mtl_image.Placement,
|
|
) !void {
|
|
// Look up the image
|
|
const image = self.images.get(p.image_id) orelse {
|
|
log.warn("image not found for placement image_id={}", .{p.image_id});
|
|
return;
|
|
};
|
|
|
|
// Get the texture
|
|
const texture = switch (image) {
|
|
.ready => |t| t,
|
|
else => {
|
|
log.warn("image not ready for placement image_id={}", .{p.image_id});
|
|
return;
|
|
},
|
|
};
|
|
|
|
// Create our vertex buffer, which is always exactly one item.
|
|
// future(mitchellh): we can group rendering multiple instances of a single image
|
|
const Buffer = mtl_buffer.Buffer(mtl_shaders.Image);
|
|
var buf = try Buffer.initFill(self.device, &.{.{
|
|
.grid_pos = .{
|
|
@as(f32, @floatFromInt(p.x)),
|
|
@as(f32, @floatFromInt(p.y)),
|
|
},
|
|
|
|
.cell_offset = .{
|
|
@as(f32, @floatFromInt(p.cell_offset_x)),
|
|
@as(f32, @floatFromInt(p.cell_offset_y)),
|
|
},
|
|
|
|
.source_rect = .{
|
|
@as(f32, @floatFromInt(p.source_x)),
|
|
@as(f32, @floatFromInt(p.source_y)),
|
|
@as(f32, @floatFromInt(p.source_width)),
|
|
@as(f32, @floatFromInt(p.source_height)),
|
|
},
|
|
|
|
.dest_size = .{
|
|
@as(f32, @floatFromInt(p.width)),
|
|
@as(f32, @floatFromInt(p.height)),
|
|
},
|
|
}});
|
|
defer buf.deinit();
|
|
|
|
// Set our buffer
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setVertexBuffer:offset:atIndex:"),
|
|
.{ buf.buffer.value, @as(c_ulong, 0), @as(c_ulong, 0) },
|
|
);
|
|
|
|
// Set our texture
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setVertexTexture:atIndex:"),
|
|
.{
|
|
texture.value,
|
|
@as(c_ulong, 0),
|
|
},
|
|
);
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setFragmentTexture:atIndex:"),
|
|
.{
|
|
texture.value,
|
|
@as(c_ulong, 0),
|
|
},
|
|
);
|
|
|
|
// Draw!
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"),
|
|
.{
|
|
@intFromEnum(mtl.MTLPrimitiveType.triangle),
|
|
@as(c_ulong, 6),
|
|
@intFromEnum(mtl.MTLIndexType.uint16),
|
|
self.buf_instance.buffer.value,
|
|
@as(c_ulong, 0),
|
|
@as(c_ulong, 1),
|
|
},
|
|
);
|
|
|
|
// log.debug("drawImagePlacement: {}", .{p});
|
|
}
|
|
|
|
/// Loads some set of cell data into our buffer and issues a draw call.
|
|
/// This expects all the Metal command encoder state to be setup.
|
|
///
|
|
/// Future: when we move to multiple shaders, this will go away and
|
|
/// we'll have a draw call per-shader.
|
|
fn drawCells(
|
|
self: *Metal,
|
|
encoder: objc.Object,
|
|
buf: *CellBuffer,
|
|
cells: std.ArrayListUnmanaged(mtl_shaders.Cell),
|
|
) !void {
|
|
if (cells.items.len == 0) return;
|
|
|
|
try buf.sync(self.device, cells.items);
|
|
|
|
// Use our shader pipeline
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setRenderPipelineState:"),
|
|
.{self.shaders.cell_pipeline.value},
|
|
);
|
|
|
|
// Set our buffers
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setVertexBytes:length:atIndex:"),
|
|
.{
|
|
@as(*const anyopaque, @ptrCast(&self.uniforms)),
|
|
@as(c_ulong, @sizeOf(@TypeOf(self.uniforms))),
|
|
@as(c_ulong, 1),
|
|
},
|
|
);
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setFragmentTexture:atIndex:"),
|
|
.{
|
|
self.texture_greyscale.value,
|
|
@as(c_ulong, 0),
|
|
},
|
|
);
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setFragmentTexture:atIndex:"),
|
|
.{
|
|
self.texture_color.value,
|
|
@as(c_ulong, 1),
|
|
},
|
|
);
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("setVertexBuffer:offset:atIndex:"),
|
|
.{ buf.buffer.value, @as(c_ulong, 0), @as(c_ulong, 0) },
|
|
);
|
|
|
|
encoder.msgSend(
|
|
void,
|
|
objc.sel("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:"),
|
|
.{
|
|
@intFromEnum(mtl.MTLPrimitiveType.triangle),
|
|
@as(c_ulong, 6),
|
|
@intFromEnum(mtl.MTLIndexType.uint16),
|
|
self.buf_instance.buffer.value,
|
|
@as(c_ulong, 0),
|
|
@as(c_ulong, cells.items.len),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// This goes through the Kitty graphic placements and accumulates the
|
|
/// placements we need to render on our viewport. It also ensures that
|
|
/// the visible images are loaded on the GPU.
|
|
fn prepKittyGraphics(
|
|
self: *Metal,
|
|
t: *terminal.Terminal,
|
|
) !void {
|
|
const storage = &t.screen.kitty_images;
|
|
defer storage.dirty = false;
|
|
|
|
// We always clear our previous placements no matter what because
|
|
// we rebuild them from scratch.
|
|
self.image_placements.clearRetainingCapacity();
|
|
|
|
// Go through our known images and if there are any that are no longer
|
|
// in use then mark them to be freed.
|
|
//
|
|
// This never conflicts with the below because a placement can't
|
|
// reference an image that doesn't exist.
|
|
{
|
|
var it = self.images.iterator();
|
|
while (it.next()) |kv| {
|
|
if (storage.imageById(kv.key_ptr.*) == null) {
|
|
kv.value_ptr.markForUnload();
|
|
}
|
|
}
|
|
}
|
|
|
|
// The top-left and bottom-right corners of our viewport in screen
|
|
// points. This lets us determine offsets and containment of placements.
|
|
const top = (terminal.point.Viewport{}).toScreen(&t.screen);
|
|
const bot = (terminal.point.Viewport{
|
|
.x = t.screen.cols - 1,
|
|
.y = t.screen.rows - 1,
|
|
}).toScreen(&t.screen);
|
|
|
|
// Go through the placements and ensure the image is loaded on the GPU.
|
|
var it = storage.placements.iterator();
|
|
while (it.next()) |kv| {
|
|
// Find the image in storage
|
|
const p = kv.value_ptr;
|
|
const image = storage.imageById(kv.key_ptr.image_id) orelse {
|
|
log.warn(
|
|
"missing image for placement, ignoring image_id={}",
|
|
.{kv.key_ptr.image_id},
|
|
);
|
|
continue;
|
|
};
|
|
|
|
// If the selection isn't within our viewport then skip it.
|
|
const rect = p.rect(image, t);
|
|
if (rect.top_left.y > bot.y) continue;
|
|
if (rect.bottom_right.y < top.y) continue;
|
|
|
|
// If the top left is outside the viewport we need to calc an offset
|
|
// so that we render (0, 0) with some offset for the texture.
|
|
const offset_y: u32 = if (rect.top_left.y < t.screen.viewport) offset_y: {
|
|
const offset_cells = t.screen.viewport - rect.top_left.y;
|
|
const offset_pixels = offset_cells * self.cell_size.height;
|
|
break :offset_y @intCast(offset_pixels);
|
|
} else 0;
|
|
|
|
// If we already know about this image then do nothing
|
|
const gop = try self.images.getOrPut(self.alloc, kv.key_ptr.image_id);
|
|
if (!gop.found_existing) {
|
|
// Copy the data into the pending state.
|
|
const data = try self.alloc.dupe(u8, image.data);
|
|
errdefer self.alloc.free(data);
|
|
|
|
// Store it in the map
|
|
const pending: Image.Pending = .{
|
|
.width = image.width,
|
|
.height = image.height,
|
|
.data = data.ptr,
|
|
};
|
|
|
|
gop.value_ptr.* = switch (image.format) {
|
|
.rgb => .{ .pending_rgb = pending },
|
|
.rgba => .{ .pending_rgba = pending },
|
|
.png => unreachable, // should be decoded by now
|
|
};
|
|
}
|
|
|
|
// Convert our screen point to a viewport point
|
|
const viewport = p.point.toViewport(&t.screen);
|
|
|
|
// Calculate the source rectangle
|
|
const source_x = @min(image.width, p.source_x);
|
|
const source_y = @min(image.height, p.source_y + offset_y);
|
|
const source_width = if (p.source_width > 0)
|
|
@min(image.width - source_x, p.source_width)
|
|
else
|
|
image.width;
|
|
const source_height = if (p.source_height > 0)
|
|
@min(image.height, p.source_height)
|
|
else
|
|
image.height -| offset_y;
|
|
|
|
// Calculate the width/height of our image.
|
|
const dest_width = if (p.columns > 0) p.columns * self.cell_size.width else source_width;
|
|
const dest_height = if (p.rows > 0) p.rows * self.cell_size.height else source_height;
|
|
|
|
// Accumulate the placement
|
|
if (image.width > 0 and image.height > 0) {
|
|
try self.image_placements.append(self.alloc, .{
|
|
.image_id = kv.key_ptr.image_id,
|
|
.x = @intCast(p.point.x),
|
|
.y = @intCast(viewport.y),
|
|
.z = p.z,
|
|
.width = dest_width,
|
|
.height = dest_height,
|
|
.cell_offset_x = p.x_offset,
|
|
.cell_offset_y = p.y_offset,
|
|
.source_x = source_x,
|
|
.source_y = source_y,
|
|
.source_width = source_width,
|
|
.source_height = source_height,
|
|
});
|
|
}
|
|
}
|
|
|
|
// Sort the placements by their Z value.
|
|
std.mem.sortUnstable(
|
|
mtl_image.Placement,
|
|
self.image_placements.items,
|
|
{},
|
|
struct {
|
|
fn lessThan(
|
|
ctx: void,
|
|
lhs: mtl_image.Placement,
|
|
rhs: mtl_image.Placement,
|
|
) bool {
|
|
_ = ctx;
|
|
return lhs.z < rhs.z or (lhs.z == rhs.z and lhs.image_id < rhs.image_id);
|
|
}
|
|
}.lessThan,
|
|
);
|
|
|
|
// Find our indices
|
|
self.image_bg_end = 0;
|
|
self.image_text_end = 0;
|
|
const bg_limit = std.math.minInt(i32) / 2;
|
|
for (self.image_placements.items, 0..) |p, i| {
|
|
if (self.image_bg_end == 0 and p.z >= bg_limit) {
|
|
self.image_bg_end = @intCast(i);
|
|
}
|
|
if (self.image_text_end == 0 and p.z >= 0) {
|
|
self.image_text_end = @intCast(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Update the configuration.
|
|
pub fn changeConfig(self: *Metal, config: *DerivedConfig) !void {
|
|
// On configuration change we always reset our font group. There
|
|
// are a variety of configurations that can change font settings
|
|
// so to be safe we just always reset it. This has a performance hit
|
|
// when its not necessary but config reloading shouldn't be so
|
|
// common to cause a problem.
|
|
self.font_group.reset();
|
|
self.font_group.group.styles = config.font_styles;
|
|
self.font_group.atlas_greyscale.clear();
|
|
self.font_group.atlas_color.clear();
|
|
|
|
// We always redo the font shaper in case font features changed. We
|
|
// could check to see if there was an actual config change but this is
|
|
// easier and rare enough to not cause performance issues.
|
|
{
|
|
var font_shaper = try font.Shaper.init(self.alloc, .{
|
|
.features = config.font_features.items,
|
|
});
|
|
errdefer font_shaper.deinit();
|
|
self.font_shaper.deinit();
|
|
self.font_shaper = font_shaper;
|
|
}
|
|
|
|
self.config.deinit();
|
|
self.config = config.*;
|
|
}
|
|
|
|
/// Resize the screen.
|
|
pub fn setScreenSize(
|
|
self: *Metal,
|
|
dim: renderer.ScreenSize,
|
|
pad: renderer.Padding,
|
|
) !void {
|
|
// Store our sizes
|
|
self.screen_size = dim;
|
|
self.padding.explicit = pad;
|
|
|
|
// Recalculate the rows/columns. This can't fail since we just set
|
|
// the screen size above.
|
|
const grid_size = self.gridSize().?;
|
|
|
|
// Determine if we need to pad the window. For "auto" padding, we take
|
|
// the leftover amounts on the right/bottom that don't fit a full grid cell
|
|
// and we split them equal across all boundaries.
|
|
const padding = if (self.padding.balance)
|
|
renderer.Padding.balanced(dim, grid_size, self.cell_size)
|
|
else
|
|
self.padding.explicit;
|
|
const padded_dim = dim.subPadding(padding);
|
|
|
|
// Set the size of the drawable surface to the bounds
|
|
self.swapchain.setProperty("drawableSize", macos.graphics.Size{
|
|
.width = @floatFromInt(dim.width),
|
|
.height = @floatFromInt(dim.height),
|
|
});
|
|
|
|
// Setup our uniforms
|
|
const old = self.uniforms;
|
|
self.uniforms = .{
|
|
.projection_matrix = math.ortho2d(
|
|
-1 * @as(f32, @floatFromInt(padding.left)),
|
|
@floatFromInt(padded_dim.width + padding.right),
|
|
@floatFromInt(padded_dim.height + padding.bottom),
|
|
-1 * @as(f32, @floatFromInt(padding.top)),
|
|
),
|
|
.cell_size = .{
|
|
@floatFromInt(self.cell_size.width),
|
|
@floatFromInt(self.cell_size.height),
|
|
},
|
|
.strikethrough_position = old.strikethrough_position,
|
|
.strikethrough_thickness = old.strikethrough_thickness,
|
|
};
|
|
|
|
// Reset our buffer sizes so that we free memory when the screen shrinks.
|
|
// This could be made more clever by only doing this when the screen
|
|
// shrinks but the performance cost really isn't that much.
|
|
self.cells.clearAndFree(self.alloc);
|
|
self.cells_bg.clearAndFree(self.alloc);
|
|
|
|
log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size });
|
|
}
|
|
|
|
/// Sync all the CPU cells with the GPU state (but still on the CPU here).
|
|
/// This builds all our "GPUCells" on this struct, but doesn't send them
|
|
/// down to the GPU yet.
|
|
fn rebuildCells(
|
|
self: *Metal,
|
|
term_selection: ?terminal.Selection,
|
|
screen: *terminal.Screen,
|
|
preedit: ?renderer.State.Preedit,
|
|
cursor_style_: ?renderer.CursorStyle,
|
|
) !void {
|
|
// Bg cells at most will need space for the visible screen size
|
|
self.cells_bg.clearRetainingCapacity();
|
|
try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols);
|
|
|
|
// Over-allocate just to ensure we don't allocate again during loops.
|
|
self.cells.clearRetainingCapacity();
|
|
try self.cells.ensureTotalCapacity(
|
|
self.alloc,
|
|
|
|
// * 3 for background modes and cursor and underlines
|
|
// + 1 for cursor
|
|
(screen.rows * screen.cols * 2) + 1,
|
|
);
|
|
|
|
// Determine our x/y range for preedit. We don't want to render anything
|
|
// here because we will render the preedit separately.
|
|
const preedit_range: ?struct {
|
|
y: usize,
|
|
x: [2]usize,
|
|
} = if (preedit) |preedit_v| preedit: {
|
|
break :preedit .{
|
|
.y = screen.cursor.y,
|
|
.x = preedit_v.range(screen.cursor.x, screen.cols - 1),
|
|
};
|
|
} else null;
|
|
|
|
// This is the cell that has [mode == .fg] and is underneath our cursor.
|
|
// We keep track of it so that we can invert the colors so the character
|
|
// remains visible.
|
|
var cursor_cell: ?mtl_shaders.Cell = null;
|
|
|
|
// Build each cell
|
|
var rowIter = screen.rowIterator(.viewport);
|
|
var y: usize = 0;
|
|
while (rowIter.next()) |row| {
|
|
defer y += 1;
|
|
|
|
// True if this is the row with our cursor. There are a lot of conditions
|
|
// here because the reasons we need to know this are primarily to invert.
|
|
//
|
|
// - If we aren't drawing the cursor then we don't need to change our rendering.
|
|
// - If the cursor is not visible, then we don't need to change rendering.
|
|
// - If the cursor style is not a box, then we don't need to change
|
|
// rendering because it'll never fully overlap a glyph.
|
|
// - If the viewport is not at the bottom, then we don't need to
|
|
// change rendering because the cursor is not visible.
|
|
// (NOTE: this may not be fully correct, we may be scrolled
|
|
// slightly up and the cursor may be visible)
|
|
// - If this y doesn't match our cursor y then we don't need to
|
|
// change rendering.
|
|
//
|
|
const cursor_row = if (cursor_style_) |cursor_style|
|
|
cursor_style == .block and
|
|
screen.viewportIsBottom() and
|
|
y == screen.cursor.y
|
|
else
|
|
false;
|
|
|
|
// True if we want to do font shaping around the cursor. We want to
|
|
// do font shaping as long as the cursor is enabled.
|
|
const shape_cursor = screen.viewportIsBottom() and
|
|
y == screen.cursor.y;
|
|
|
|
// If this is the row with our cursor, then we may have to modify
|
|
// the cell with the cursor.
|
|
const start_i: usize = self.cells.items.len;
|
|
defer if (cursor_row) {
|
|
// If we're on a wide spacer tail, then we want to look for
|
|
// the previous cell.
|
|
const screen_cell = row.getCell(screen.cursor.x);
|
|
const x = screen.cursor.x - @intFromBool(screen_cell.attrs.wide_spacer_tail);
|
|
for (self.cells.items[start_i..]) |cell| {
|
|
if (cell.grid_pos[0] == @as(f32, @floatFromInt(x)) and
|
|
(cell.mode == .fg or cell.mode == .fg_color))
|
|
{
|
|
cursor_cell = cell;
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
// We need to get this row's selection if there is one for proper
|
|
// run splitting.
|
|
const row_selection = sel: {
|
|
if (term_selection) |sel| {
|
|
const screen_point = (terminal.point.Viewport{
|
|
.x = 0,
|
|
.y = y,
|
|
}).toScreen(screen);
|
|
if (sel.containedRow(screen, screen_point)) |row_sel| {
|
|
break :sel row_sel;
|
|
}
|
|
}
|
|
|
|
break :sel null;
|
|
};
|
|
|
|
// Split our row into runs and shape each one.
|
|
var iter = self.font_shaper.runIterator(
|
|
self.font_group,
|
|
row,
|
|
row_selection,
|
|
if (shape_cursor) screen.cursor.x else null,
|
|
);
|
|
while (try iter.next(self.alloc)) |run| {
|
|
for (try self.font_shaper.shape(run)) |shaper_cell| {
|
|
// If this cell falls within our preedit range then we skip it.
|
|
// We do this so we don't have conflicting data on the same
|
|
// cell.
|
|
if (preedit_range) |range| {
|
|
if (range.y == y and
|
|
shaper_cell.x >= range.x[0] and
|
|
shaper_cell.x <= range.x[1])
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (self.updateCell(
|
|
term_selection,
|
|
screen,
|
|
row.getCell(shaper_cell.x),
|
|
shaper_cell,
|
|
run,
|
|
shaper_cell.x,
|
|
y,
|
|
)) |update| {
|
|
assert(update);
|
|
} else |err| {
|
|
log.warn("error building cell, will be invalid x={} y={}, err={}", .{
|
|
shaper_cell.x,
|
|
y,
|
|
err,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set row is not dirty anymore
|
|
row.setDirty(false);
|
|
}
|
|
|
|
// Add the cursor at the end so that it overlays everything. If we have
|
|
// a cursor cell then we invert the colors on that and add it in so
|
|
// that we can always see it.
|
|
if (cursor_style_) |cursor_style| cursor_style: {
|
|
// If we have a preedit, we try to render the preedit text on top
|
|
// of the cursor.
|
|
if (preedit) |preedit_v| {
|
|
const range = preedit_range.?;
|
|
var x = range.x[0];
|
|
for (preedit_v.codepoints[0..preedit_v.len]) |cp| {
|
|
self.addPreeditCell(cp, x, range.y) catch |err| {
|
|
log.warn("error building preedit cell, will be invalid x={} y={}, err={}", .{
|
|
x,
|
|
range.y,
|
|
err,
|
|
});
|
|
};
|
|
|
|
x += if (cp.wide) 2 else 1;
|
|
}
|
|
|
|
// Preedit hides the cursor
|
|
break :cursor_style;
|
|
}
|
|
|
|
_ = self.addCursor(screen, cursor_style);
|
|
if (cursor_cell) |*cell| {
|
|
if (cell.mode == .fg) {
|
|
cell.color = if (self.config.cursor_text) |txt|
|
|
.{ txt.r, txt.g, txt.b, 255 }
|
|
else
|
|
.{ 0, 0, 0, 255 };
|
|
}
|
|
|
|
self.cells.appendAssumeCapacity(cell.*);
|
|
}
|
|
}
|
|
|
|
// Some debug mode safety checks
|
|
if (std.debug.runtime_safety) {
|
|
for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
|
|
for (self.cells.items) |cell| assert(cell.mode != .bg);
|
|
}
|
|
}
|
|
|
|
pub fn updateCell(
|
|
self: *Metal,
|
|
selection: ?terminal.Selection,
|
|
screen: *terminal.Screen,
|
|
cell: terminal.Screen.Cell,
|
|
shaper_cell: font.shape.Cell,
|
|
shaper_run: font.shape.TextRun,
|
|
x: usize,
|
|
y: usize,
|
|
) !bool {
|
|
const BgFg = struct {
|
|
/// Background is optional because in un-inverted mode
|
|
/// it may just be equivalent to the default background in
|
|
/// which case we do nothing to save on GPU render time.
|
|
bg: ?terminal.color.RGB,
|
|
|
|
/// Fg is always set to some color, though we may not render
|
|
/// any fg if the cell is empty or has no attributes like
|
|
/// underline.
|
|
fg: terminal.color.RGB,
|
|
};
|
|
|
|
// True if this cell is selected
|
|
// TODO(perf): we can check in advance if selection is in
|
|
// our viewport at all and not run this on every point.
|
|
const selected: bool = if (selection) |sel| selected: {
|
|
const screen_point = (terminal.point.Viewport{
|
|
.x = x,
|
|
.y = y,
|
|
}).toScreen(screen);
|
|
|
|
break :selected sel.contains(screen_point);
|
|
} else false;
|
|
|
|
// The colors for the cell.
|
|
const colors: BgFg = colors: {
|
|
// If we are selected, we our colors are just inverted fg/bg
|
|
const selection_res: ?BgFg = if (selected) .{
|
|
.bg = if (self.config.invert_selection_fg_bg) cell.fg else self.config.selection_background orelse self.foreground_color,
|
|
.fg = if (self.config.invert_selection_fg_bg) cell.bg else self.config.selection_foreground orelse self.background_color,
|
|
} else null;
|
|
|
|
const res: BgFg = selection_res orelse if (!cell.attrs.inverse) .{
|
|
// In normal mode, background and fg match the cell. We
|
|
// un-optionalize the fg by defaulting to our fg color.
|
|
.bg = if (cell.attrs.has_bg) cell.bg else null,
|
|
.fg = if (cell.attrs.has_fg) cell.fg else self.foreground_color,
|
|
} else .{
|
|
// In inverted mode, the background MUST be set to something
|
|
// (is never null) so it is either the fg or default fg. The
|
|
// fg is either the bg or default background.
|
|
.bg = if (cell.attrs.has_fg) cell.fg else self.foreground_color,
|
|
.fg = if (cell.attrs.has_bg) cell.bg else self.background_color,
|
|
};
|
|
|
|
// If the cell is "invisible" then we just make fg = bg so that
|
|
// the cell is transparent but still copy-able.
|
|
if (cell.attrs.invisible) {
|
|
break :colors BgFg{
|
|
.bg = res.bg,
|
|
.fg = res.bg orelse self.background_color,
|
|
};
|
|
}
|
|
|
|
break :colors res;
|
|
};
|
|
|
|
// Alpha multiplier
|
|
const alpha: u8 = if (cell.attrs.faint) 175 else 255;
|
|
|
|
// If the cell has a background, we always draw it.
|
|
if (colors.bg) |rgb| {
|
|
// Determine our background alpha. If we have transparency configured
|
|
// then this is dynamic depending on some situations. This is all
|
|
// in an attempt to make transparency look the best for various
|
|
// situations. See inline comments.
|
|
const bg_alpha: u8 = bg_alpha: {
|
|
const default: u8 = 255;
|
|
|
|
if (self.config.background_opacity >= 1) break :bg_alpha default;
|
|
|
|
// If we're selected, we do not apply background opacity
|
|
if (selected) break :bg_alpha default;
|
|
|
|
// If we're reversed, do not apply background opacity
|
|
if (cell.attrs.inverse) break :bg_alpha default;
|
|
|
|
// If we have a background and its not the default background
|
|
// then we apply background opacity
|
|
if (cell.attrs.has_bg and !std.meta.eql(rgb, self.background_color)) {
|
|
break :bg_alpha default;
|
|
}
|
|
|
|
// We apply background opacity.
|
|
var bg_alpha: f64 = @floatFromInt(default);
|
|
bg_alpha *= self.config.background_opacity;
|
|
bg_alpha = @ceil(bg_alpha);
|
|
break :bg_alpha @intFromFloat(bg_alpha);
|
|
};
|
|
|
|
self.cells_bg.appendAssumeCapacity(.{
|
|
.mode = .bg,
|
|
.grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
|
|
.cell_width = cell.widthLegacy(),
|
|
.color = .{ rgb.r, rgb.g, rgb.b, bg_alpha },
|
|
});
|
|
}
|
|
|
|
// If the cell has a character, draw it
|
|
if (cell.char > 0) {
|
|
// Render
|
|
const glyph = try self.font_group.renderGlyph(
|
|
self.alloc,
|
|
shaper_run.font_index,
|
|
shaper_cell.glyph_index,
|
|
.{
|
|
.max_height = @intCast(self.cell_size.height),
|
|
.thicken = self.config.font_thicken,
|
|
},
|
|
);
|
|
|
|
// If we're rendering a color font, we use the color atlas
|
|
const presentation = try self.font_group.group.presentationFromIndex(shaper_run.font_index);
|
|
const mode: mtl_shaders.Cell.Mode = switch (presentation) {
|
|
.text => .fg,
|
|
.emoji => .fg_color,
|
|
};
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = mode,
|
|
.grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
|
|
.cell_width = cell.widthLegacy(),
|
|
.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
|
|
.glyph_pos = .{ glyph.atlas_x, glyph.atlas_y },
|
|
.glyph_size = .{ glyph.width, glyph.height },
|
|
.glyph_offset = .{ glyph.offset_x, glyph.offset_y },
|
|
});
|
|
}
|
|
|
|
if (cell.attrs.underline != .none) {
|
|
const sprite: font.Sprite = switch (cell.attrs.underline) {
|
|
.none => unreachable,
|
|
.single => .underline,
|
|
.double => .underline_double,
|
|
.dotted => .underline_dotted,
|
|
.dashed => .underline_dashed,
|
|
.curly => .underline_curly,
|
|
};
|
|
|
|
const glyph = try self.font_group.renderGlyph(
|
|
self.alloc,
|
|
font.sprite_index,
|
|
@intFromEnum(sprite),
|
|
.{ .cell_width = if (cell.attrs.wide) 2 else 1 },
|
|
);
|
|
|
|
const color = if (cell.attrs.underline_color) cell.underline_fg else colors.fg;
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .fg,
|
|
.grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
|
|
.cell_width = cell.widthLegacy(),
|
|
.color = .{ color.r, color.g, color.b, alpha },
|
|
.glyph_pos = .{ glyph.atlas_x, glyph.atlas_y },
|
|
.glyph_size = .{ glyph.width, glyph.height },
|
|
.glyph_offset = .{ glyph.offset_x, glyph.offset_y },
|
|
});
|
|
}
|
|
|
|
if (cell.attrs.strikethrough) {
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .strikethrough,
|
|
.grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
|
|
.cell_width = cell.widthLegacy(),
|
|
.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
|
|
});
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
fn addCursor(
|
|
self: *Metal,
|
|
screen: *terminal.Screen,
|
|
cursor_style: renderer.CursorStyle,
|
|
) ?*const mtl_shaders.Cell {
|
|
// Add the cursor. We render the cursor over the wide character if
|
|
// we're on the wide characer tail.
|
|
const wide, const x = cell: {
|
|
// The cursor goes over the screen cursor position.
|
|
const cell = screen.getCell(
|
|
.active,
|
|
screen.cursor.y,
|
|
screen.cursor.x,
|
|
);
|
|
if (!cell.attrs.wide_spacer_tail or screen.cursor.x == 0)
|
|
break :cell .{ cell.attrs.wide, screen.cursor.x };
|
|
|
|
// If we're part of a wide character, we move the cursor back to
|
|
// the actual character.
|
|
break :cell .{ screen.getCell(
|
|
.active,
|
|
screen.cursor.y,
|
|
screen.cursor.x - 1,
|
|
).attrs.wide, screen.cursor.x - 1 };
|
|
};
|
|
|
|
const color = self.cursor_color orelse self.foreground_color;
|
|
const alpha: u8 = if (!self.focused) 255 else alpha: {
|
|
const alpha = 255 * self.config.cursor_opacity;
|
|
break :alpha @intFromFloat(@ceil(alpha));
|
|
};
|
|
|
|
const sprite: font.Sprite = switch (cursor_style) {
|
|
.block => .cursor_rect,
|
|
.block_hollow => .cursor_hollow_rect,
|
|
.bar => .cursor_bar,
|
|
.underline => .underline,
|
|
};
|
|
|
|
const glyph = self.font_group.renderGlyph(
|
|
self.alloc,
|
|
font.sprite_index,
|
|
@intFromEnum(sprite),
|
|
.{ .cell_width = if (wide) 2 else 1 },
|
|
) catch |err| {
|
|
log.warn("error rendering cursor glyph err={}", .{err});
|
|
return null;
|
|
};
|
|
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .fg,
|
|
.grid_pos = .{
|
|
@as(f32, @floatFromInt(x)),
|
|
@as(f32, @floatFromInt(screen.cursor.y)),
|
|
},
|
|
.cell_width = if (wide) 2 else 1,
|
|
.color = .{ color.r, color.g, color.b, alpha },
|
|
.glyph_pos = .{ glyph.atlas_x, glyph.atlas_y },
|
|
.glyph_size = .{ glyph.width, glyph.height },
|
|
.glyph_offset = .{ glyph.offset_x, glyph.offset_y },
|
|
});
|
|
|
|
return &self.cells.items[self.cells.items.len - 1];
|
|
}
|
|
|
|
fn addPreeditCell(
|
|
self: *Metal,
|
|
cp: renderer.State.Preedit.Codepoint,
|
|
x: usize,
|
|
y: usize,
|
|
) !void {
|
|
// Preedit is rendered inverted
|
|
const bg = self.foreground_color;
|
|
const fg = self.background_color;
|
|
|
|
// Get the font for this codepoint.
|
|
const font_index = if (self.font_group.indexForCodepoint(
|
|
self.alloc,
|
|
@intCast(cp.codepoint),
|
|
.regular,
|
|
.text,
|
|
)) |index| index orelse return else |_| return;
|
|
|
|
// Get the font face so we can get the glyph
|
|
const face = self.font_group.group.faceFromIndex(font_index) catch |err| {
|
|
log.warn("error getting face for font_index={} err={}", .{ font_index, err });
|
|
return;
|
|
};
|
|
|
|
// Use the face to now get the glyph index
|
|
const glyph_index = face.glyphIndex(@intCast(cp.codepoint)) orelse return;
|
|
|
|
// Render the glyph for our preedit text
|
|
const glyph = self.font_group.renderGlyph(
|
|
self.alloc,
|
|
font_index,
|
|
glyph_index,
|
|
.{},
|
|
) catch |err| {
|
|
log.warn("error rendering preedit glyph err={}", .{err});
|
|
return;
|
|
};
|
|
|
|
// Add our opaque background cell
|
|
self.cells_bg.appendAssumeCapacity(.{
|
|
.mode = .bg,
|
|
.grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
|
|
.cell_width = if (cp.wide) 2 else 1,
|
|
.color = .{ bg.r, bg.g, bg.b, 255 },
|
|
});
|
|
|
|
// Add our text
|
|
self.cells.appendAssumeCapacity(.{
|
|
.mode = .fg,
|
|
.grid_pos = .{ @as(f32, @floatFromInt(x)), @as(f32, @floatFromInt(y)) },
|
|
.cell_width = if (cp.wide) 2 else 1,
|
|
.color = .{ fg.r, fg.g, fg.b, 255 },
|
|
.glyph_pos = .{ glyph.atlas_x, glyph.atlas_y },
|
|
.glyph_size = .{ glyph.width, glyph.height },
|
|
.glyph_offset = .{ glyph.offset_x, glyph.offset_y },
|
|
});
|
|
}
|
|
|
|
/// Sync the atlas data to the given texture. This copies the bytes
|
|
/// associated with the atlas to the given texture. If the atlas no longer
|
|
/// fits into the texture, the texture will be resized.
|
|
fn syncAtlasTexture(device: objc.Object, atlas: *const font.Atlas, texture: *objc.Object) !void {
|
|
const width = texture.getProperty(c_ulong, "width");
|
|
if (atlas.size > width) {
|
|
// Free our old texture
|
|
deinitMTLResource(texture.*);
|
|
|
|
// Reallocate
|
|
texture.* = try initAtlasTexture(device, atlas);
|
|
}
|
|
|
|
texture.msgSend(
|
|
void,
|
|
objc.sel("replaceRegion:mipmapLevel:withBytes:bytesPerRow:"),
|
|
.{
|
|
mtl.MTLRegion{
|
|
.origin = .{ .x = 0, .y = 0, .z = 0 },
|
|
.size = .{
|
|
.width = @intCast(atlas.size),
|
|
.height = @intCast(atlas.size),
|
|
.depth = 1,
|
|
},
|
|
},
|
|
@as(c_ulong, 0),
|
|
@as(*const anyopaque, atlas.data.ptr),
|
|
@as(c_ulong, atlas.format.depth() * atlas.size),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Initialize a MTLTexture object for the given atlas.
|
|
fn initAtlasTexture(device: objc.Object, atlas: *const font.Atlas) !objc.Object {
|
|
// Determine our pixel format
|
|
const pixel_format: mtl.MTLPixelFormat = switch (atlas.format) {
|
|
.greyscale => .r8unorm,
|
|
.rgba => .bgra8unorm,
|
|
else => @panic("unsupported atlas format for Metal texture"),
|
|
};
|
|
|
|
// Create our descriptor
|
|
const desc = init: {
|
|
const Class = objc.Class.getClass("MTLTextureDescriptor").?;
|
|
const id_alloc = Class.msgSend(objc.Object, objc.sel("alloc"), .{});
|
|
const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{});
|
|
break :init id_init;
|
|
};
|
|
|
|
// Set our properties
|
|
desc.setProperty("pixelFormat", @intFromEnum(pixel_format));
|
|
desc.setProperty("width", @as(c_ulong, @intCast(atlas.size)));
|
|
desc.setProperty("height", @as(c_ulong, @intCast(atlas.size)));
|
|
|
|
// Initialize
|
|
const id = device.msgSend(
|
|
?*anyopaque,
|
|
objc.sel("newTextureWithDescriptor:"),
|
|
.{desc},
|
|
) orelse return error.MetalFailed;
|
|
|
|
return objc.Object.fromId(id);
|
|
}
|
|
|
|
/// Deinitialize a metal resource (buffer, texture, etc.) and free the
|
|
/// memory associated with it.
|
|
fn deinitMTLResource(obj: objc.Object) void {
|
|
obj.msgSend(void, objc.sel("release"), .{});
|
|
}
|