I used the new CPU counter mode in Instruments.app to track down
functions that had instruction delivery bottlenecks (indicating i-cache
misses) and picked a bunch of trivial functions to mark as inline (plus
a couple that are only used once or twice and which benefit from
inlining).
The size of `macos-arm64/libghostty-fat.a` built with `zig build
-Doptimize=ReleaseFast -Dxcframework-target=native` goes from
`145,538,856` bytes on `main` to `145,595,952` on this branch, a
negligible increase.
These changes resulted in some pretty sizable improvements in vtebench
results on my machine (Apple M3 Max):
<img width="983" height="696" alt="image"
src="https://github.com/user-attachments/assets/cac595ca-7616-48ed-983c-208c2ca2023f"
/>
With this, the only vtebench test we're slower than Alacritty in (on my
machine, at 130x51 window size) is `dense_cells` (which, IMO, is so
artificial that optimizing for it might actually negatively impact real
world performance).
I also did a pretty simple improvement to how we copy the screen in the
renderer, gave it its own page pool for less memory churn. Further
optimization in that area should be explored since in some scenarios it
seems like as much as 35% of the time on the `io-reader` thread is spent
waiting for the lock.
> [!NOTE]
> Before this is merged, someone really ought to test this on an x86
processor to see how the performance compares there, since this *is*
tuning for my processor specifically, and I know that M chips have
pretty big i-cache compared to some x86 processors which could impact
the performance characteristics of these changes.
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].
```
When processing kitty images in a loop in a few places we were returning
under certain conditions where we should instead have just continued the
loop. This caused serious problems for kitty images, especially for apps
that used multiple images on screen at once.
... I have no clue how I originally wrote this code and didn't see such
a trivial mistake, I think I was sleep deprived or something.
This pull request adds the `--faint-opacity` option, as discussed in
#7637.
The default value of the option is also changed from `0.68` to `0.5` for
greater consistency with other popular terminal emulators.
This math was incorrect from the start, the previous fix helped OpenGL
but broke positioning under Metal; this commit fixes the math to be
correct under both backends and adds comments explaining exactly what's
going on.
Fix for discussion #8113
The cursor Y position value exposed to the shader uniforms was
incorrectly calculated. As per the doc in cell_text.v.glsl: In order to
get the top left of the glyph, we compute an offset based on the
bearings. The Y bearing is the distance from the bottom of the cell to
the top of the glyph, so we subtract it from the cell height to get the
y offset.
This calculation was mistakenly left out of the original code.
This will ensure that the custom shaders using
iCurrentCursor/iPreviousCursor get the correct Y coordinate representing
the top-left corner of the cursor rectangle, matching the documented
uniform behavior
This was a memory leak under Metal, leaked 1 swapchain worth of targets
every time a surface was closed.
Under OpenGL I think it was all cleaned up when the GL context was
destroyed.
Fixes#7893
Previously, custom shader cursor uniforms were only updated when the
cursor glyph was in the front (block) cursor list. This caused non-block
cursors (such as bar, underline, hollow block, and lock) to be missing
from custom shader effects.
This commit adds a helper to the cell contents struct to retrieve the
current cursor glyph from either the front or back cursor lists, and
updates the renderer to use this helper when setting custom shader
uniforms. As a result, custom shaders now receive correct cursor
information for all supported cursor styles.
This is a big'un.
- **Glyph constraint logic is now done fully on the CPU** at the
rasterization stage, so it only needs to be done once per glyph instead
of every frame. This also lets us eliminate padding between glyphs on
the atlas because we're doing nearest-neighbor sampling instead of
interpolating-- which ever so slightly increases our packing efficiency.
- **Special constraints for nerd font glyphs** are applied based roughly
on the constraints they use in their patcher. It's a simplification of
what they do, the largest difference being that they scale groups of
glyphs based on a shared bounding box so that they maintain relative
size to one another, but that would require loading all glyphs on the
group and I'd want to do that on font load TBH and at that point I'd
basically be re-implementing the nerd fonts patcher in Zig to patch
fonts at load time which is way beyond the scope I want to have. (Fixes
#7069)
- These constraints allow for **perfectly sized and centered emojis**,
this is very nice.
- **Changed the default embedded fonts** from 4 copies (regular, italic,
bold, bold italic) of a patched (and outdated) JetBrains Mono to a
single JetBrains Mono variable font and a single Nerd Fonts Symbols Only
font. This cuts the weight of those down from 9MB to 3MB!
- **FreeType's `renderGlyph` is significantly reworked**, and the new
code is, IMO, much cleaner- although there are probably some edge case
behavior differences I've introduced.
> [!NOTE]
> One breaking change I definitely introduced is changing the
`monochrome` freetype load flag config from its previous completely
backwards meaning to instead the correct one (I also changed the
default, so this won't affect any user who hasn't touched it, but users
who set the `monochrome` flag will find their fonts quite crispy after
this change because they will have no anti-aliasing anymore)
### Future work
Following this change I want to get to work on automatic font size
matching (a la CSS
[`font-size-adjust`](https://developer.mozilla.org/en-US/docs/Web/CSS/font-size-adjust)).
I set the stage for that quite some time ago so it shouldn't be too much
work and it will be a big benefit for users who regularly use multiple
writing systems and so have multiple fonts for them that aren't
necessarily size-compatible.
This PR does two things.
1. Build system improvements to make developing on macOS more enjoyable
2. Delete the GLFW apprt
## Build System Improvements (macOS)
On macOS, there are a few major improvements:
* `zig build` now produces a full macOS app bundle and copies it into
`zig-out`
* `zig build run` now builds the macOS app and runs it, streaming logs
directly into the terminal
* `-Demit-macos-app` can control whether app bundle is created
* `-Dxcframework-target` can be set to one of `native` or `universal` to
control whether the xcframework uses only your target machines arch or
creates a universal one with macOS and iOS. This defaults to `native`
for the `run` command and `universal` for all others.
* The general flow of the `build.zig` file was improved to be more
declarative
## Nuke GLFW
> 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.)
Now that it's done at the rasterization stage, we don't need to handle
it on the GPU. This also means that we can switch to nearest neighbor
interpolation in the Metal shader since we're guaranteed to be pixel
perfect. Accidentally, we were already nearest neighbor in the OpenGL
shaders because I used the Rectangle texture mode in the big renderer
rework, which doesn't support interpolation- anyway, that's no longer
problematic since we won't be scaling glyphs on the GPU anymore.
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 was creating problems with the branch drawing glyphs at some sizes.
In the future the whole "foreground modes" thing needs to be reworked,
so this is just a stopgap until that gets turned in to something nicer.
Adds support for background images via the `background-image` config.
Resolves#3645, supersedes PRs #4226 and #5233.
See docs of added config keys for usage details.
Also changes color atlas to always use an sRGB internal format so that
the texture reads automatically linearize the colors.
Renames the misleading `rgba` atlas format to `bgra`, since both
FreeType and CoreText are set up to draw color glyphs in bgra.
In this format it will be a lot easier to iterate on this since adding
and removing pipelines only has to be done in a single place.
This commit also separates out the main background color from individual
cell background color drawing, because sometimes kitty images need to be
between the main background and individual cell backgrounds (kitty image
z-index seems to be entirely broken at the moment, I intend to fix it in
future commits).
The code in metal/image.zig and opengl/image.zig was virtually identical
save for the texture options, so I've moved that to the GraphicsAPI and
unified them in to renderer/image.zig
These should not be independent per-frame, that makes the time
calculations all sorts of jank.
Also moves the uniforms struct layout in to `shadertoy.zig` and cleans
up the handling in general somewhat.