This extracts all our image renderer state into a separate struct,
blandly named `renderer.image.State`. This structure owns all the
storage of images and placements and exposes a limited public API
to manage them.
One motivation was to limit state access by our Kitty graphics functions
within the generic renderer. Another was to limit our own generic
renderer from getting our image system into an incoherent state. This is
prevented now on both sides due to some encapsulation.
This currently only supports Kitty images, since that's the only image
protocol we support. But I intend to add additional image types to this,
namely the ability to add overlay images for debug information.
**There are no plans to add new image protocols to the terminal,** the
extraction is purely to support some internal features. But, it could be
used for other protocols one day.
Adds palette and color scheme uniforms to custom shaders, allowing
custom shaders to access terminal color information:
- iPalette[256]: Full 256-color terminal palette (RGB)
- iBackgroundColor, iForegroundColor: Terminal colors (RGB)
- iCursorColor, iCursorText: Cursor colors (RGB)
- iSelectionBackgroundColor, iSelectionForegroundColor: Selection
colors (RGB)
Colors are normalized to [0.0, 1.0] range and update when the palette
changes via OSC sequences or configuration changes. The palette_dirty
flag tracks when colors need to be refreshed, initialized to true to
ensure correct colors on new surfaces.
Fixes#7643
This commit address the issue with 3 minor fixes:
1. Initialize ghostty lib before app start, or global allocator will
be null.
2. `addSublayer` should be called on CALayer object, which is the
property 'layer' of UIView
3. According to apple's [document](https://developer.apple.com/documentation/metal/mtlstoragemode/managed?language=objc),
managed storage mode is not supported by iOS. So always use shared
mode.
FYI, another [fix](https://github.com/mitchellh/libxev/pull/204) in libxev
is also required to make iOS app work.
This prevents a crash in our renderer when it is larger.
I will pair this with apprt changes so that our mac app won't ever allow
a default window larger than the screen but we should be resilient at
the renderer level as well.
#1123 added a warning when the OpenGL version is too old, but
it is never used because GTK enforces the version set with
gl_area.setRequiredVersion() before prepareContext() is called:
we end up with a generic "failed to make GL context" error:
warning(gtk_ghostty_surface): failed to make GL context current: Unable to create a GL context
warning(gtk_ghostty_surface): this error is almost always due to a library, driver, or GTK issue
warning(gtk_ghostty_surface): this is a common cause of this issue: https://ghostty.org/docs/help/gtk-opengl-context
This patch removes the requirement at the GTK level and lets the ghostty
renderer check, now failing as follow:
info(opengl): loaded OpenGL 4.2
error(opengl): OpenGL version is too old. Ghostty requires OpenGL 4.3
warning(gtk_ghostty_surface): failed to initialize surface err=error.OpenGLOutdated
warning(gtk_ghostty_surface): surface failed to initialize err=error.SurfaceError
(Note that this does not render a ghostty window, unlike the previous
error which rendered the "Unable to acquire an OpenGL context for
rendering." view, so while the error itself is easier to understand it
might be harder to view)
I had a bit of the same annoyance as #9064. I agree that with balanced
padding, you should expect horizontal jitter when resizing horizontally,
and vertical jitter when resizing vertically. Diagonal jitter, however,
happened because the top padding was upper bounded by the left padding,
coupling the vertical and horizontal wobbling. This looks kind of janky,
and it's surprising that the balance between top and bottom padding
changes as you vary only the width of the window.
With this PR, the upper bound is instead equal to the maximum left
padding. Since this only depends on the config, not the current window
width, the diagonal wobbling is avoided. Both the top and left padding
still have the same range of motion as before.
An alternative could be to bound by the minimum or median left padding
instead. Open to suggestions.
**Before**
https://github.com/user-attachments/assets/d12c5870-f05d-450f-89fc-c59eab90e199
**After**
https://github.com/user-attachments/assets/35b80bb0-9ea2-41c1-8502-3a8eec51dbc6
This makes `cursorStyle` utilize `RenderState` to determine the
appropriate cursor style. This moves the cursor style logic outside the
critical area, although it was cheap to begin with.
This always removes `viewport_is_bottom` which had no practical use.