This makes more dependencies lazy. This has a practical effect of
reducing the number of dependencies that need to be downloaded when
running certain zig build steps.
This is all limited because we're blocked on an upstream Zig issue:
https://github.com/ziglang/zig/issues/21525 This prevents us from fully
avoiding downloading many dependencies, but at least they're relatively
small.
One major improvement here is the usage of `lazyImport` for
`zig-wayland` that prevents downloading `zig_wayland` unconditionally on
all platforms. On macOS, we don't download this at all anymore.
Another, weirder change is that all our transitive dependencies are now
marked lazy (e.g. glslang's upstream source) even if the glslang build
always requires it. This was necessary because without this, even if we
simply referenced glslang in the root build.zig, it would force the
source package to download unconditionally. This no longer happens.
cc @pluiedev Minor improvements here, doesn't change the long term plan,
but improves things in the interim.
This makes more dependencies lazy. This has a practical effect of
reducing the number of dependencies that need to be downloaded when
running certain zig build steps.
This is all limited because we're blocked on an upstream Zig issue:
https://github.com/ziglang/zig/issues/21525 This prevents us from
fully avoiding downloading many dependencies, but at least they're
relatively small.
One major improvement here is the usage of `lazyImport` for
`zig-wayland` that prevents downloading `zig_wayland` unconditionally on
all platforms. On macOS, we don't download this at all anymore.
Another, weirder change is that all our transitive dependencies are now
marked lazy (e.g. glslang's upstream source) even if the glslang build
always requires it. This was necessary because without this, even if we
simply referenced glslang in the root build.zig, it would force the
source package to download unconditionally. This no longer happens.
This was not ported to gtk-ng before old runtime was removed, breaking
shell integration on Flatpak.
This implementation is copied verbatim from old runtime.
This makes it cleaner to add new sources of table generation and also
avoids inadvertently depending on different modules (despite Zig's lazy
analysis).
This also fixes up terminal to only use our look up tables which avoids
bringing ziglyph in for the terminal module.
When running in a snap context we need to filtering out all the SNAP_*
variables out there, but this is not enough, because it's also needed
to sanitize them by ensuring that no variable containing a path pointing
to a $SNAP folder is leaked there.
Otherwise we might have (for example) XDG_RUNTIME_DIRS containing a
"private" snap path, and that will be exposed to all the applications
that will be started from ghostty
This is stomping towards minimizing our build.zig dependencies so that
it can be cached more often. Right now, touching almost any file in the
project forces the build.zig to rebuild which is destroying my
productivity.
Previously we're just feeding the compiler source files generated via
capturing stdout, which all by default have the filename `stdout`.
Under some particular yet uncertain circumstances in Zig 0.14 (only
factor we've found so far is a large amount of cores/compilation shards)
the compiler will actually crash on an unreachable code path that assumes
all source files either end in .zig or .zon, causing crashes for packagers
for distros like Nixpkgs and Gentoo.
Given this has been explicitly made illegal in Zig 0.15
(see ziglang/zig#24957) I don't really see why we shouldn't fix this for
1.2 too. We have to do this at some point no matter what anyways.
The documentation shows that the enum values should be "new-window" and
"new-tab",
However, "new-window" currently fails, but "window" is still accepted.
The GLSL to MSL conversion process uses a passed-in sampler state for
the `iChannel0` parameter and we weren't providing it. This magically
worked on Apple Silicon for unknown reasons but failed on Intel GPUs.
In normal, hand-written MSL, we'd explicitly create the sampler state as
a normal variable (we do this in `shaders.metal` already!), but the
Shadertoy conversion stuff doesn't do this, probably because the exact
sampler parameters can't be safely known.
This fixes a Metal validation error when using custom shaders:
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed
assertion `Draw Errors Validation Fragment Function(main0): missing Sampler
binding at index 0 for iChannel0Smplr[0].
```
This fixes a Metal validation error in Xcode when using custom shaders.
I suspect this is one part of custom shaders not working properly on
Intel macs (probably anything with a discrete GPU).
This happens to work on Apple Silicon but this is undefined behavior and
we're just getting lucky.
There is one more issue I'm chasing down that I think is also still
blocking custom shaders working on Intel macs.
Fixes#8683
The selection scrolling logic should only depend on the y value of the
cursor position, not the x value. This presents unwanted scroll
behaviors, such as reversing the scroll direction which was just a side
effect of attempting to scroll tick to begin with.
This was a very common pitfall for users. The new logic will reload the
font-size at runtime, but only if the font wasn't manually set by the
user using actions such as `increase_font_size`, `decrease_font_size`,
or `set_font_size`. The `reset_font_size` action will reset our state
to assume the font-size wasn't manually set.
I also updated a comment about `font-family` not reloading at runtime;
this wasn't true even prior to this commit.
Fixes#8667
The binding `a=text:=` didn't parse properly.
This is a band-aid solution. It works and we have test coverage for it
thankfully. Longer term we should move the parser to a fully
state-machine based parser that parses the trigger first then the
action, to avoid these kind of things.
Use relative cluster positioning to allow identical texts runs in
different row positions to share the same cache entry.
I am opening this PR clean w/o the cache size change. There could be
some benefit to a larger 256->512 shaper cache, but this still performs
amazingly well and I don't know the full memory impacts of moving the
cache size up.
https://github.com/ghostty-org/ghostty/discussions/8547#discussioncomment-14329590