Files
ghostty/src/renderer/OpenGL.zig
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

462 lines
14 KiB
Zig

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