Nuke GLFW from Orbit

This deletes the GLFW apprt from the Ghostty codebase.

The GLFW apprt was the original apprt used by Ghostty (well, before
Ghostty even had the concept of an "apprt" -- it was all just a single
application then). It let me iterate on the core terminal features,
rendering, etc. without bothering about the UI. It was a good way to get
started. But it has long since outlived its usefulness.

We've had a stable GTK apprt for Linux (and Windows via WSL) and a
native macOS app via libghostty for awhile now. The GLFW apprt only
remained within the tree for a few reasons:

  1. Primarily, it provided a faster feedback loop on macOS because
     building the macOS app historically required us to hop out of the
     zig build system and into Xcode, which is slow and cumbersome.

  2. It was a convenient way to narrow whether a bug was in the
     core Ghostty codebase or in the apprt itself. If a bug was in both
     the glfw and macOS app then it was likely in the core.

  3. It provided us a way on macOS to test OpenGL.

All of these reasons are no longer valid. Respectively:

  1. Our Zig build scripts now execute the `xcodebuild` CLI directly and
     can open the resulting app, stream logs, etc. This is the same
     experience we have on Linux. (Xcode has always been a dependency of
     building on macOS in general, so this is not cumbersome.)

  2. We have a healthy group of maintainers, many of which have access
     to both macOS and Linux, so we can quickly narrow down bugs
     regardless of the apprt.

  3. Our OpenGL renderer hasn't been compatible with macOS for some time
     now, so this is no longer a useful feature.

At this point, the GLFW apprt is just a burden. It adds complexity
across the board, and some people try to run Ghostty with it in the real
world and get confused when it doesn't work (it's always been lacking in
features and buggy compared to the other apprts).

So, it's time to say goodbye. Its bittersweet because it is a big part
of Ghostty's history, but we've grown up now and it's time to move on.
Thank you, goodbye.

(NOTE: If you are a user of the GLFW apprt, then please fork the project
prior to this commit or start a new project based on it. We've warned
against using it for a very, very long time now.)
This commit is contained in:
Mitchell Hashimoto
2025-07-04 13:43:30 -07:00
parent 7bd90e6ec4
commit fb9c52ecf4
66 changed files with 22 additions and 22478 deletions

View File

@@ -5,7 +5,6 @@ const std = @import("std");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const builtin = @import("builtin");
const glfw = @import("glfw");
const objc = @import("objc");
const macos = @import("macos");
const graphics = macos.graphics;
@@ -38,11 +37,6 @@ pub const swap_chain_count = 3;
const log = std.log.scoped(.metal);
// Get native API access on certain platforms so we can do more customization.
const glfwNative = glfw.Native(.{
.cocoa = builtin.os.tag == .macos,
});
layer: IOSurfaceLayer,
/// MTLDevice
@@ -87,27 +81,6 @@ pub fn init(alloc: Allocator, opts: rendererpkg.Options) !Metal {
// Get the metadata about our underlying view that we'll be rendering to.
const info: ViewInfo = switch (apprt.runtime) {
apprt.glfw => info: {
// Everything in glfw is window-oriented so we grab the backing
// window, then derive everything from that.
const nswindow = objc.Object.fromId(glfwNative.getCocoaWindow(
opts.rt_surface.window,
).?);
const contentView = objc.Object.fromId(
nswindow.getProperty(?*anyopaque, "contentView").?,
);
const scaleFactor = nswindow.getProperty(
graphics.c.CGFloat,
"backingScaleFactor",
);
break :info .{
.view = contentView,
.scaleFactor = scaleFactor,
};
},
apprt.embedded => .{
.scaleFactor = @floatCast(opts.rt_surface.content_scale.x),
.view = switch (opts.rt_surface.platform) {

View File

@@ -5,7 +5,6 @@ const std = @import("std");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const builtin = @import("builtin");
const glfw = @import("glfw");
const gl = @import("opengl");
const shadertoy = @import("shadertoy.zig");
const apprt = @import("../apprt.zig");
@@ -60,18 +59,6 @@ pub fn deinit(self: *OpenGL) void {
self.* = undefined;
}
/// Returns the hints that we want for this
pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints {
_ = config;
return .{
.context_version_major = MIN_VERSION_MAJOR,
.context_version_minor = MIN_VERSION_MINOR,
.opengl_profile = .opengl_core_profile,
.opengl_forward_compat = true,
.transparent_framebuffer = true,
};
}
/// 32-bit windows cross-compilation breaks with `.c` for some reason, so...
const gl_debug_proc_callconv =
@typeInfo(
@@ -172,8 +159,7 @@ fn prepareContext(getProcAddress: anytype) !void {
/// This is called early right after surface creation.
pub fn surfaceInit(surface: *apprt.Surface) !void {
// Treat this like a thread entry
const self: OpenGL = undefined;
_ = surface;
switch (apprt.runtime) {
else => @compileError("unsupported app runtime for OpenGL"),
@@ -181,8 +167,6 @@ pub fn surfaceInit(surface: *apprt.Surface) !void {
// GTK uses global OpenGL context so we load from null.
apprt.gtk => try prepareContext(null),
apprt.glfw => try self.threadEnter(surface),
apprt.embedded => {
// TODO(mitchellh): this does nothing today to allow libghostty
// to compile for OpenGL targets but libghostty is strictly
@@ -205,17 +189,12 @@ pub fn surfaceInit(surface: *apprt.Surface) !void {
pub fn finalizeSurfaceInit(self: *const OpenGL, surface: *apprt.Surface) !void {
_ = self;
_ = surface;
// For GLFW, we grabbed the OpenGL context in surfaceInit and
// we need to release it before we start the renderer thread.
if (apprt.runtime == apprt.glfw) {
glfw.makeContextCurrent(null);
}
}
/// Callback called by renderer.Thread when it begins.
pub fn threadEnter(self: *const OpenGL, surface: *apprt.Surface) !void {
_ = self;
_ = surface;
switch (apprt.runtime) {
else => @compileError("unsupported app runtime for OpenGL"),
@@ -227,21 +206,6 @@ pub fn threadEnter(self: *const OpenGL, surface: *apprt.Surface) !void {
// on the main thread. As such, we don't do anything here.
},
apprt.glfw => {
// We need to make the OpenGL context current. OpenGL requires
// that a single thread own the a single OpenGL context (if any).
// This ensures that the context switches over to our thread.
// Important: the prior thread MUST have detached the context
// prior to calling this entrypoint.
glfw.makeContextCurrent(surface.window);
errdefer glfw.makeContextCurrent(null);
glfw.swapInterval(1);
// Load OpenGL bindings. This API is context-aware so this sets
// a threadlocal context for these pointers.
try prepareContext(&glfw.getProcAddress);
},
apprt.embedded => {
// TODO(mitchellh): this does nothing today to allow libghostty
// to compile for OpenGL targets but libghostty is strictly
@@ -262,11 +226,6 @@ pub fn threadExit(self: *const OpenGL) void {
// be sharing the global bindings with other windows.
},
apprt.glfw => {
gl.glad.unload();
glfw.makeContextCurrent(null);
},
apprt.embedded => {
// TODO: see threadEnter
},

View File

@@ -1,6 +1,5 @@
const std = @import("std");
const builtin = @import("builtin");
const glfw = @import("glfw");
const xev = @import("xev");
const wuffs = @import("wuffs");
const apprt = @import("../apprt.zig");
@@ -606,20 +605,6 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
}
};
/// Returns the hints that we want for this window.
pub fn glfwWindowHints(config: *const configpkg.Config) glfw.Window.Hints {
// If our graphics API provides hints, use them,
// otherwise fall back to generic hints.
if (@hasDecl(GraphicsAPI, "glfwWindowHints")) {
return GraphicsAPI.glfwWindowHints(config);
}
return .{
.client_api = .no_api,
.transparent_framebuffer = config.@"background-opacity" < 1,
};
}
pub fn init(alloc: Allocator, options: renderer.Options) !Self {
// Initialize our graphics API wrapper, this will prepare the
// surface provided by the apprt and set up any API-specific