Commit Graph

701 Commits

Author SHA1 Message Date
Mitchell Hashimoto
c42ed70758 renderer/opengl: minimum contrast for black sets proper color
Fixes #8745

When rendering black for minimum contrast we were setting opacity to 0
making it invisible.
2025-09-19 09:45:08 -07:00
Mitchell Hashimoto
a453681615 renderer: create explicit sampler state for custom shaders
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].
```
2025-09-18 09:25:37 -07:00
Mitchell Hashimoto
cb0e60c3e5 renderer/metal: provide MTLTextureUsage render target for custom shaders
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.
2025-09-18 07:29:26 -07:00
Qwerasd
31e54ff44a comment + style changes 2025-09-08 10:40:56 -06:00
Jesse Miller
ecf3e2ad7d Position-independent font shaper caching
Use relative cluster positioning to allow identical texts runs in
different row positions to share the same cache entry.
2025-09-07 16:33:35 -06:00
Jeffrey C. Ollie
a88e6cd428 renderer: add LUT-based implementation of isSymbol (#8528)
The LUT-based lookup gives a ~20%-30% speedup over the "naive" isSymbol
implementation.

<img width="1206" height="730" alt="Screenshot From 2025-09-04 22-45-10"
src="https://github.com/user-attachments/assets/09a8ef3a-8b4b-43ba-963a-849338307251"
/>
<img width="1206" height="730" alt="Screenshot From 2025-09-04 22-41-54"
src="https://github.com/user-attachments/assets/27962a88-f99c-446d-b986-30f526239ba3"
/>

Fixes #8523
2025-09-05 12:04:28 -05:00
Mitchell Hashimoto
19b76df80e gtk: the Future is Now (#8531) 2025-09-05 07:23:37 -07:00
Jeffrey C. Ollie
e024b77ad5 drop the new LUT type as no performance advantage detected 2025-09-05 07:58:05 -05:00
Jeffrey C. Ollie
a7da96faee add two LUT-based implementations of isSymbol 2025-09-05 07:58:01 -05:00
Leah Amelia Chen
93debc439c gtk: the Future is Now 2025-09-05 10:10:52 +02:00
Mitchell Hashimoto
968b9d536d gtk: nuke the legacy apprt from orbit (#8520)
We don't really have any large outstanding regressions on -ng to warrant
keeping this alive anymore. ¡Adiós!
2025-09-04 20:15:06 -07:00
Leah Amelia Chen
ac52af27d3 gtk: nuke the legacy apprt from orbit
We don't really have any large outstanding regressions on -ng to warrant
keeping this alive anymore. ¡Adiós!
2025-09-05 00:21:41 +02:00
Qwerasd
7c4b45ecee font: expand set of characters considered symbols
Low hanging fruit of some Unicode blocks that are full of very symbol-y
characters.
2025-09-03 18:06:05 -06:00
Qwerasd
2464728851 font: constrain dingbats
This was a regression, we were giving dingbats an extra cell of
constraint width but not actually applying constraints to them.
2025-09-03 18:01:40 -06:00
Qwerasd
ef7857f9be fix(renderer): kitty images should all be processed
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.
2025-09-02 12:42:34 -06:00
Mitchell Hashimoto
2009ea511d feat: added faint-opacity option (#8472)
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.
2025-08-31 13:45:26 -07:00
Qwerasd
0d30f859bd renderer: clarify and correct custom shader cursor position math
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.
2025-08-31 11:44:10 -06:00
Pavel Ivanov
6319464cfb refactor: move faint-opacity clamping to config finalization 2025-08-31 17:19:51 +02:00
Pavel Ivanov
fc6266133f feat: added faint-opacity option 2025-08-31 15:00:29 +02:00
ClearAspect
f7994e6412 fix: correct the cursor Y position value exposed to shader uniforms
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
2025-08-21 10:08:49 -07:00
Mitchell Hashimoto
9ccc02b131 renderer: don't assume non-zero sized grid
Fixes #8243

This adds a check for a zero-sized grid in cursor-related functions.

As an alternate approach, I did look into simply skipping a bunch of
work on zero-sized grids, but that looked like a scarier change to make
now. That may be the better long-term solution but this was an easily
unit testable, focused fix on the crash to start.
2025-08-15 08:59:24 -07:00
Qwerasd
add7f762a6 fix(renderer/generic): deinit render targets with framestate
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.
2025-08-14 11:47:05 -06:00
Qwerasd
a8b9dd8dfc renderer: clean up, improve constraintWidth function 2025-08-10 14:54:51 -06:00
Mitchell Hashimoto
edb5f7c69d slow down our cursor timer under valgrind 2025-07-21 07:28:23 -07:00
Mitchell Hashimoto
7c9e913ca9 apprt/gtk-ng: hook up surface initialization 2025-07-18 11:42:44 -07:00
nferhat
991426e84e renderer: Allow the renderer to draw transparent cells
Co-authored-by: Kat <65649991+00-kat@users.noreply.github.com>
2025-07-11 06:59:01 -07:00
ClearAspect
36a3a3ffa4 Add tests for getCursorGlyph() helper function 2025-07-10 01:48:44 -04:00
ClearAspect
88736a2ddb Fix custom shader cursor uniforms not set for non-block cursors (#7893)
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.
2025-07-10 00:21:21 -04:00
Robert Ian Hawdon
52790fb92c Added bold-color option 2025-07-06 12:56:43 -07:00
Qwerasd
87f35bd1c1 renderer/opengl: explicit texture options
This sets up for a couple improvments (see TODO comments) and also sets
the glyph atlas textures to nearest neighbor sampling since we can do
that now that we never scale glyphs.
2025-07-05 22:10:39 -06:00
Mitchell Hashimoto
b799462745 Better Glyph Constraint Logic (#7809)
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.
2025-07-05 14:37:46 -07:00
Mitchell Hashimoto
390812828a Nuke GLFW, make zig build run on macOS build the Xcode project (#7815)
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.)
2025-07-05 13:49:24 -07:00
Daniel
1a4b128af3 replace nested if for readability 2025-07-04 21:36:17 -04:00
Daniel
0b4a1e2154 added test for other cursor style 2025-07-04 18:54:55 -04:00
Daniel
a9fc3b6fa0 enable drawing cursor on top or bottom based on style 2025-07-04 18:50:23 -04:00
Daniel
de3e77570e add second cursor list 2025-07-04 18:26:27 -04:00
Qwerasd
41ff0b440b fix tests 2025-07-04 16:10:36 -06:00
Qwerasd
ec20c455c7 renderer: remove all gpu-side glyph constraint logic
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.
2025-07-04 15:47:35 -06:00
Qwerasd
95c8747ab5 renderer: apply glyph constraints when rasterizing glyphs 2025-07-04 15:47:28 -06:00
Mitchell Hashimoto
fb9c52ecf4 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.)
2025-07-04 14:12:18 -07:00
Mitchell Hashimoto
3e9cfacb7d feat: support selection foreground being cell foreground (#5219)
This resolves #2685.

## Changes

* Created `SelectionColor` tagged union that can take a `Color`,
`cell-foreground`, or `cell-background`
* Used the new union to implement the feature for Metal and OpenGL
* Removed the use of `invert_selection_fg_bg` during rendering as
suggested in the issue

## Demo

macOS:


https://github.com/user-attachments/assets/b5b2db83-bb62-4929-8e3c-870a1e1a7a5c

Ubuntu:


https://github.com/user-attachments/assets/259dd707-d9d9-4590-8f3c-a67ccdef34bc


Any feedback would be helpful, I'm sure there's a lot of room for
improvement here.
2025-07-03 09:31:27 -07:00
Mitchell Hashimoto
465ac5b1b7 clean up some of the color usage, use exhaustive switches 2025-07-03 09:25:56 -07:00
Daniel
95de198761 Squash and rebase, updated refactored version with selection and cursor cell color changes 2025-07-03 07:14:37 -07:00
Qwerasd
1270e04480 renderer/opengl: maybe fix issue with cell bg alignment
By using integers for the fragcoords I may have stepped on an edge case
which causes cell background positions to be shifted by 1 px under some
circumstances. I couldn't reproduce that issue in a VM, so I'm making
this commit for the user who was having the problem to test it.
2025-07-02 17:43:05 -06:00
Qwerasd
8ed08aaecf deps: update zig-objc
This update also fixes a memory leak that was caused by blocks not being
deallocated and just collecting every single frame, slowly accumulating
memory until OOM.
2025-07-02 16:38:13 -06:00
Qwerasd
1f733c9e7f renderer/metal: properly release texture descriptors
Fixes memory leak. We always need to release these descriptors; the
textures themselves will retain or copy them if necessary.
2025-07-02 11:48:30 -06:00
Qwerasd
2084d5f256 font/sprite+renderer: never constrain sprite glyphs
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.
2025-06-30 11:16:47 -06:00
Qwerasd
4f9d7c565a font/sprite: add explicit underline cursor
Resolves #7651 - uses cursor thickness rather than underline thickness.
2025-06-30 11:16:47 -06:00
Mitchell Hashimoto
73ff4b8f74 move runIterator options to dedicated struct 2025-06-30 09:05:09 -07:00
Qwerasd
d6db3013be renderer/OpenGL: switch image texture from Rect to 2D
We were using the Rectangle target for simpler addressing, since that
allows for pixel coordinates instead of normalized coordinates, but
there are downsides to rectangle textures, including not supporting
compressed texture formats, and we do probably want to use compressed
formats in the future, so I'm making this change now.
2025-06-26 16:38:19 -06:00