mirror of
https://github.com/ghostty-org/ghostty.git
synced 2026-01-03 03:52:38 +00:00
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All of these reasons are no longer valid.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.)
431 lines
13 KiB
Zig
431 lines
13 KiB
Zig
//! Graphics API wrapper for OpenGL.
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pub const OpenGL = @This();
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const std = @import("std");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const builtin = @import("builtin");
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const gl = @import("opengl");
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const shadertoy = @import("shadertoy.zig");
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const apprt = @import("../apprt.zig");
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const font = @import("../font/main.zig");
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const configpkg = @import("../config.zig");
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const rendererpkg = @import("../renderer.zig");
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const Renderer = rendererpkg.GenericRenderer(OpenGL);
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pub const GraphicsAPI = OpenGL;
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pub const Target = @import("opengl/Target.zig");
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pub const Frame = @import("opengl/Frame.zig");
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pub const RenderPass = @import("opengl/RenderPass.zig");
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pub const Pipeline = @import("opengl/Pipeline.zig");
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const bufferpkg = @import("opengl/buffer.zig");
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pub const Buffer = bufferpkg.Buffer;
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pub const Texture = @import("opengl/Texture.zig");
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pub const shaders = @import("opengl/shaders.zig");
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pub const custom_shader_target: shadertoy.Target = .glsl;
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// The fragCoord for OpenGL shaders is +Y = up.
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pub const custom_shader_y_is_down = false;
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/// Because OpenGL's frame completion is always
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/// sync, we have no need for multi-buffering.
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pub const swap_chain_count = 1;
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const log = std.log.scoped(.opengl);
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/// We require at least OpenGL 4.3
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pub const MIN_VERSION_MAJOR = 4;
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pub const MIN_VERSION_MINOR = 3;
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alloc: std.mem.Allocator,
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/// Alpha blending mode
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blending: configpkg.Config.AlphaBlending,
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/// The most recently presented target, in case we need to present it again.
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last_target: ?Target = null,
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/// NOTE: This is an error{}!OpenGL instead of just OpenGL for parity with
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/// Metal, since it needs to be fallible so does this, even though it
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/// can't actually fail.
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pub fn init(alloc: Allocator, opts: rendererpkg.Options) error{}!OpenGL {
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return .{
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.alloc = alloc,
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.blending = opts.config.blending,
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};
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}
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pub fn deinit(self: *OpenGL) void {
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self.* = undefined;
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}
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/// 32-bit windows cross-compilation breaks with `.c` for some reason, so...
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const gl_debug_proc_callconv =
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@typeInfo(
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@typeInfo(
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@typeInfo(
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gl.c.GLDEBUGPROC,
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).optional.child,
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).pointer.child,
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).@"fn".calling_convention;
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fn glDebugMessageCallback(
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src: gl.c.GLenum,
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typ: gl.c.GLenum,
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id: gl.c.GLuint,
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severity: gl.c.GLenum,
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len: gl.c.GLsizei,
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msg: [*c]const gl.c.GLchar,
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user_param: ?*const anyopaque,
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) callconv(gl_debug_proc_callconv) void {
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_ = user_param;
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const src_str: []const u8 = switch (src) {
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gl.c.GL_DEBUG_SOURCE_API => "OpenGL API",
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gl.c.GL_DEBUG_SOURCE_WINDOW_SYSTEM => "Window System",
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gl.c.GL_DEBUG_SOURCE_SHADER_COMPILER => "Shader Compiler",
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gl.c.GL_DEBUG_SOURCE_THIRD_PARTY => "Third Party",
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gl.c.GL_DEBUG_SOURCE_APPLICATION => "User",
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gl.c.GL_DEBUG_SOURCE_OTHER => "Other",
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else => "Unknown",
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};
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const typ_str: []const u8 = switch (typ) {
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gl.c.GL_DEBUG_TYPE_ERROR => "Error",
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gl.c.GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR => "Deprecated Behavior",
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gl.c.GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR => "Undefined Behavior",
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gl.c.GL_DEBUG_TYPE_PORTABILITY => "Portability Issue",
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gl.c.GL_DEBUG_TYPE_PERFORMANCE => "Performance Issue",
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gl.c.GL_DEBUG_TYPE_MARKER => "Marker",
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gl.c.GL_DEBUG_TYPE_PUSH_GROUP => "Group Push",
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gl.c.GL_DEBUG_TYPE_POP_GROUP => "Group Pop",
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gl.c.GL_DEBUG_TYPE_OTHER => "Other",
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else => "Unknown",
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};
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const msg_str = msg[0..@intCast(len)];
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(switch (severity) {
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gl.c.GL_DEBUG_SEVERITY_HIGH => log.err(
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"[{d}] ({s}: {s}) {s}",
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.{ id, src_str, typ_str, msg_str },
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),
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gl.c.GL_DEBUG_SEVERITY_MEDIUM => log.warn(
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"[{d}] ({s}: {s}) {s}",
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.{ id, src_str, typ_str, msg_str },
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),
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gl.c.GL_DEBUG_SEVERITY_LOW => log.info(
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"[{d}] ({s}: {s}) {s}",
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.{ id, src_str, typ_str, msg_str },
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),
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gl.c.GL_DEBUG_SEVERITY_NOTIFICATION => log.debug(
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"[{d}] ({s}: {s}) {s}",
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.{ id, src_str, typ_str, msg_str },
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),
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else => log.warn(
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"UNKNOWN SEVERITY [{d}] ({s}: {s}) {s}",
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.{ id, src_str, typ_str, msg_str },
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),
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});
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}
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/// Prepares the provided GL context, loading it with glad.
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fn prepareContext(getProcAddress: anytype) !void {
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const version = try gl.glad.load(getProcAddress);
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const major = gl.glad.versionMajor(@intCast(version));
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const minor = gl.glad.versionMinor(@intCast(version));
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errdefer gl.glad.unload();
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log.info("loaded OpenGL {}.{}", .{ major, minor });
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// Enable debug output for the context.
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try gl.enable(gl.c.GL_DEBUG_OUTPUT);
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// Register our debug message callback with the OpenGL context.
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gl.glad.context.DebugMessageCallback.?(glDebugMessageCallback, null);
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// Enable SRGB framebuffer for linear blending support.
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try gl.enable(gl.c.GL_FRAMEBUFFER_SRGB);
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if (major < MIN_VERSION_MAJOR or
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(major == MIN_VERSION_MAJOR and minor < MIN_VERSION_MINOR))
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{
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log.warn(
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"OpenGL version is too old. Ghostty requires OpenGL {d}.{d}",
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.{ MIN_VERSION_MAJOR, MIN_VERSION_MINOR },
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);
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return error.OpenGLOutdated;
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}
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}
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/// This is called early right after surface creation.
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pub fn surfaceInit(surface: *apprt.Surface) !void {
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_ = surface;
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switch (apprt.runtime) {
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else => @compileError("unsupported app runtime for OpenGL"),
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// GTK uses global OpenGL context so we load from null.
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apprt.gtk => try prepareContext(null),
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apprt.embedded => {
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// TODO(mitchellh): this does nothing today to allow libghostty
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// to compile for OpenGL targets but libghostty is strictly
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// broken for rendering on this platforms.
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},
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}
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// These are very noisy so this is commented, but easy to uncomment
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// whenever we need to check the OpenGL extension list
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// if (builtin.mode == .Debug) {
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// var ext_iter = try gl.ext.iterator();
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// while (try ext_iter.next()) |ext| {
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// log.debug("OpenGL extension available name={s}", .{ext});
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// }
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// }
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}
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/// This is called just prior to spinning up the renderer
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/// thread for final main thread setup requirements.
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pub fn finalizeSurfaceInit(self: *const OpenGL, surface: *apprt.Surface) !void {
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_ = self;
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_ = surface;
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}
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/// Callback called by renderer.Thread when it begins.
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pub fn threadEnter(self: *const OpenGL, surface: *apprt.Surface) !void {
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_ = self;
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_ = surface;
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switch (apprt.runtime) {
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else => @compileError("unsupported app runtime for OpenGL"),
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apprt.gtk => {
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// GTK doesn't support threaded OpenGL operations as far as I can
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// tell, so we use the renderer thread to setup all the state
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// but then do the actual draws and texture syncs and all that
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// on the main thread. As such, we don't do anything here.
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},
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apprt.embedded => {
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// TODO(mitchellh): this does nothing today to allow libghostty
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// to compile for OpenGL targets but libghostty is strictly
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// broken for rendering on this platforms.
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},
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}
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}
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/// Callback called by renderer.Thread when it exits.
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pub fn threadExit(self: *const OpenGL) void {
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_ = self;
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switch (apprt.runtime) {
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else => @compileError("unsupported app runtime for OpenGL"),
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apprt.gtk => {
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// We don't need to do any unloading for GTK because we may
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// be sharing the global bindings with other windows.
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},
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apprt.embedded => {
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// TODO: see threadEnter
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},
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}
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}
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pub fn displayRealized(self: *const OpenGL) void {
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_ = self;
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switch (apprt.runtime) {
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apprt.gtk => prepareContext(null) catch |err| {
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log.warn(
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"Error preparing GL context in displayRealized, err={}",
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.{err},
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);
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},
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else => @compileError("only GTK should be calling displayRealized"),
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}
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}
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/// Actions taken before doing anything in `drawFrame`.
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///
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/// Right now there's nothing we need to do for OpenGL.
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pub fn drawFrameStart(self: *OpenGL) void {
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_ = self;
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}
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/// Actions taken after `drawFrame` is done.
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///
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/// Right now there's nothing we need to do for OpenGL.
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pub fn drawFrameEnd(self: *OpenGL) void {
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_ = self;
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}
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pub fn initShaders(
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self: *const OpenGL,
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alloc: Allocator,
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custom_shaders: []const [:0]const u8,
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) !shaders.Shaders {
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_ = alloc;
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return try shaders.Shaders.init(
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self.alloc,
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custom_shaders,
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);
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}
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/// Get the current size of the runtime surface.
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pub fn surfaceSize(self: *const OpenGL) !struct { width: u32, height: u32 } {
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_ = self;
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var viewport: [4]gl.c.GLint = undefined;
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gl.glad.context.GetIntegerv.?(gl.c.GL_VIEWPORT, &viewport);
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return .{
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.width = @intCast(viewport[2]),
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.height = @intCast(viewport[3]),
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};
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}
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/// Initialize a new render target which can be presented by this API.
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pub fn initTarget(self: *const OpenGL, width: usize, height: usize) !Target {
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return Target.init(.{
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.internal_format = if (self.blending.isLinear()) .srgba else .rgba,
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.width = width,
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.height = height,
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});
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}
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/// Present the provided target.
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pub fn present(self: *OpenGL, target: Target) !void {
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// In order to present a target we blit it to the default framebuffer.
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// We disable GL_FRAMEBUFFER_SRGB while doing this blit, otherwise the
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// values may be linearized as they're copied, but even though the draw
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// framebuffer has a linear internal format, the values in it should be
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// sRGB, not linear!
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try gl.disable(gl.c.GL_FRAMEBUFFER_SRGB);
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defer gl.enable(gl.c.GL_FRAMEBUFFER_SRGB) catch |err| {
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log.err("Error re-enabling GL_FRAMEBUFFER_SRGB, err={}", .{err});
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};
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// Bind the target for reading.
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const fbobind = try target.framebuffer.bind(.read);
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defer fbobind.unbind();
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// Blit
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gl.glad.context.BlitFramebuffer.?(
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0,
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0,
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@intCast(target.width),
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@intCast(target.height),
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0,
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0,
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@intCast(target.width),
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@intCast(target.height),
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gl.c.GL_COLOR_BUFFER_BIT,
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gl.c.GL_NEAREST,
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);
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// Keep track of this target in case we need to repeat it.
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self.last_target = target;
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}
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/// Present the last presented target again.
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pub fn presentLastTarget(self: *OpenGL) !void {
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if (self.last_target) |target| try self.present(target);
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}
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/// Returns the options to use when constructing buffers.
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pub inline fn bufferOptions(self: OpenGL) bufferpkg.Options {
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_ = self;
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return .{
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.target = .array,
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.usage = .dynamic_draw,
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};
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}
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pub const instanceBufferOptions = bufferOptions;
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pub const uniformBufferOptions = bufferOptions;
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pub const fgBufferOptions = bufferOptions;
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pub const bgBufferOptions = bufferOptions;
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pub const imageBufferOptions = bufferOptions;
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pub const bgImageBufferOptions = bufferOptions;
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/// Returns the options to use when constructing textures.
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pub inline fn textureOptions(self: OpenGL) Texture.Options {
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_ = self;
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return .{
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.format = .rgba,
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.internal_format = .srgba,
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.target = .@"2D",
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};
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}
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/// Pixel format for image texture options.
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pub const ImageTextureFormat = enum {
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/// 1 byte per pixel grayscale.
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gray,
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/// 4 bytes per pixel RGBA.
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rgba,
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/// 4 bytes per pixel BGRA.
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bgra,
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fn toPixelFormat(self: ImageTextureFormat) gl.Texture.Format {
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return switch (self) {
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.gray => .red,
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.rgba => .rgba,
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.bgra => .bgra,
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};
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}
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};
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/// Returns the options to use when constructing textures for images.
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pub inline fn imageTextureOptions(
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self: OpenGL,
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format: ImageTextureFormat,
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srgb: bool,
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) Texture.Options {
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_ = self;
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return .{
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.format = format.toPixelFormat(),
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.internal_format = if (srgb) .srgba else .rgba,
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.target = .@"2D",
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};
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}
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/// Initializes a Texture suitable for the provided font atlas.
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pub fn initAtlasTexture(
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self: *const OpenGL,
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atlas: *const font.Atlas,
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) Texture.Error!Texture {
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_ = self;
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const format: gl.Texture.Format, const internal_format: gl.Texture.InternalFormat =
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switch (atlas.format) {
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.grayscale => .{ .red, .red },
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.bgra => .{ .bgra, .srgba },
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else => @panic("unsupported atlas format for OpenGL texture"),
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};
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return try Texture.init(
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.{
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.format = format,
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.internal_format = internal_format,
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.target = .Rectangle,
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},
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atlas.size,
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atlas.size,
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null,
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);
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}
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/// Begin a frame.
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pub inline fn beginFrame(
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self: *const OpenGL,
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/// Once the frame has been completed, the `frameCompleted` method
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/// on the renderer is called with the health status of the frame.
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renderer: *Renderer,
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/// The target is presented via the provided renderer's API when completed.
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target: *Target,
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) !Frame {
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_ = self;
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return try Frame.begin(.{}, renderer, target);
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}
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