Roan Mason 2025-12-17 16:48:47 -05:00 committed by GitHub
commit 651229a0a8
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4 changed files with 126 additions and 67 deletions

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@ -2681,6 +2681,22 @@ keybind: Keybinds = .{},
///
/// * `vec4 iPreviousCursorColor` - Color of the previous terminal cursor.
///
/// * `vec4 iCurrentCursorStyle` - Style of the terminal cursor
///
/// Macros simplified use are defined for the various cursor styles:
///
/// - `CURSORSTYLE_BLOCK` or `0`
/// - `CURSORSTYLE_BLOCK_HOLLOW` or `1`
/// - `CURSORSTYLE_BAR` or `2`
/// - `CURSORSTYLE_UNDERLINE` or `3`
/// - `CURSORSTYLE_LOCK` or `4`
///
/// * `vec4 iPreviousCursorStyle` - Style of the previous terminal cursor
///
/// * `vec4 iCurrentCursorVisible` - Visibility of the terminal cursor.
///
/// * `vec4 iPreviousCursorVisible` - Visibility of the previous terminal cursor.
///
/// * `float iTimeCursorChange` - Timestamp of terminal cursor change.
///
/// When the terminal cursor changes position or color, this is set to

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@ -745,6 +745,10 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
.previous_cursor = @splat(0),
.current_cursor_color = @splat(0),
.previous_cursor_color = @splat(0),
.current_cursor_style = 0,
.previous_cursor_style = 0,
.current_cursor_visible = 0,
.previous_cursor_visible = 0,
.cursor_change_time = 0,
},
.bg_image_buffer = undefined,
@ -2255,6 +2259,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
// We only need to do this if we have custom shaders.
if (!self.has_custom_shaders) return;
const uniforms = &self.custom_shader_uniforms;
const now = try std.time.Instant.now();
defer self.last_frame_time = now;
const first_frame_time = self.first_frame_time orelse t: {
@ -2264,99 +2270,122 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
const last_frame_time = self.last_frame_time orelse now;
const since_ns: f32 = @floatFromInt(now.since(first_frame_time));
self.custom_shader_uniforms.time = since_ns / std.time.ns_per_s;
uniforms.time = since_ns / std.time.ns_per_s;
const delta_ns: f32 = @floatFromInt(now.since(last_frame_time));
self.custom_shader_uniforms.time_delta = delta_ns / std.time.ns_per_s;
uniforms.time_delta = delta_ns / std.time.ns_per_s;
self.custom_shader_uniforms.frame += 1;
uniforms.frame += 1;
const screen = self.size.screen;
const padding = self.size.padding;
const cell = self.size.cell;
self.custom_shader_uniforms.resolution = .{
uniforms.resolution = .{
@floatFromInt(screen.width),
@floatFromInt(screen.height),
1,
};
self.custom_shader_uniforms.channel_resolution[0] = .{
uniforms.channel_resolution[0] = .{
@floatFromInt(screen.width),
@floatFromInt(screen.height),
1,
0,
};
// Update custom cursor uniforms, if we have a cursor.
if (self.cells.getCursorGlyph()) |cursor| {
const cursor_width: f32 = @floatFromInt(cursor.glyph_size[0]);
const cursor_height: f32 = @floatFromInt(cursor.glyph_size[1]);
// Always check the visibility
const current_cursor_visible: bool = self.terminal_state.cursor.visible;
// Left edge of the cell the cursor is in.
var pixel_x: f32 = @floatFromInt(
cursor.grid_pos[0] * cell.width + padding.left,
);
// Top edge, relative to the top of the
// screen, of the cell the cursor is in.
var pixel_y: f32 = @floatFromInt(
cursor.grid_pos[1] * cell.height + padding.top,
);
// Always update the visibility.
// If we check for a change then the current and previous uniforms
// will always be the opposite of one another
//
// This allows for cases where the use might want to know the exact frame
// where the visibility changes
uniforms.previous_cursor_visible = uniforms.current_cursor_visible;
uniforms.current_cursor_visible = @intFromBool(current_cursor_visible);
// If +Y is up in our shaders, we need to flip the coordinate
// so that it's instead the top edge of the cell relative to
// the *bottom* of the screen.
if (!GraphicsAPI.custom_shader_y_is_down) {
pixel_y = @as(f32, @floatFromInt(screen.height)) - pixel_y;
}
if (current_cursor_visible) {
// If we have a cursor in the fg cells.
//
// * Similar check to see if the cursor does in fact exist
if (self.cells.getCursorGlyph()) |cursor| {
const cursor_width: f32 = @floatFromInt(cursor.glyph_size[0]);
const cursor_height: f32 = @floatFromInt(cursor.glyph_size[1]);
// Add the X bearing to get the -X (left) edge of the cursor.
pixel_x += @floatFromInt(cursor.bearings[0]);
// Left edge of the cell the cursor is in.
var pixel_x: f32 = @floatFromInt(
cursor.grid_pos[0] * cell.width + padding.left,
);
// Top edge, relative to the top of the
// screen, of the cell the cursor is in.
var pixel_y: f32 = @floatFromInt(
cursor.grid_pos[1] * cell.height + padding.top,
);
// How we deal with the Y bearing depends on which direction
// is "up", since we want our final `pixel_y` value to be the
// +Y edge of the cursor.
if (GraphicsAPI.custom_shader_y_is_down) {
// As a reminder, the Y bearing is the distance from the
// bottom of the cell to the top of the glyph, so to get
// the +Y edge we need to add the cell height, subtract
// the Y bearing, and add the glyph height to get the +Y
// (bottom) edge of the cursor.
pixel_y += @floatFromInt(cell.height);
pixel_y -= @floatFromInt(cursor.bearings[1]);
pixel_y += @floatFromInt(cursor.glyph_size[1]);
} else {
// If the Y direction is reversed though, we instead want
// the *top* edge of the cursor, which means we just need
// to subtract the cell height and add the Y bearing.
pixel_y -= @floatFromInt(cell.height);
pixel_y += @floatFromInt(cursor.bearings[1]);
}
// If +Y is up in our shaders, we need to flip the coordinate
// so that it's instead the top edge of the cell relative to
// the *bottom* of the screen.
if (!GraphicsAPI.custom_shader_y_is_down) {
pixel_y = @as(f32, @floatFromInt(screen.height)) - pixel_y;
}
const new_cursor: [4]f32 = .{
pixel_x,
pixel_y,
cursor_width,
cursor_height,
};
const cursor_color: [4]f32 = .{
@as(f32, @floatFromInt(cursor.color[0])) / 255.0,
@as(f32, @floatFromInt(cursor.color[1])) / 255.0,
@as(f32, @floatFromInt(cursor.color[2])) / 255.0,
@as(f32, @floatFromInt(cursor.color[3])) / 255.0,
};
// Add the X bearing to get the -X (left) edge of the cursor.
pixel_x += @floatFromInt(cursor.bearings[0]);
const uniforms = &self.custom_shader_uniforms;
// How we deal with the Y bearing depends on which direction
// is "up", since we want our final `pixel_y` value to be the
// +Y edge of the cursor.
if (GraphicsAPI.custom_shader_y_is_down) {
// As a reminder, the Y bearing is the distance from the
// bottom of the cell to the top of the glyph, so to get
// the +Y edge we need to add the cell height, subtract
// the Y bearing, and add the glyph height to get the +Y
// (bottom) edge of the cursor.
pixel_y += @floatFromInt(cell.height);
pixel_y -= @floatFromInt(cursor.bearings[1]);
pixel_y += @floatFromInt(cursor.glyph_size[1]);
} else {
// If the Y direction is reversed though, we instead want
// the *top* edge of the cursor, which means we just need
// to subtract the cell height and add the Y bearing.
pixel_y -= @floatFromInt(cell.height);
pixel_y += @floatFromInt(cursor.bearings[1]);
}
const cursor_changed: bool =
!std.meta.eql(new_cursor, uniforms.current_cursor) or
!std.meta.eql(cursor_color, uniforms.current_cursor_color);
const new_cursor: [4]f32 = .{
pixel_x,
pixel_y,
cursor_width,
cursor_height,
};
const cursor_color: [4]f32 = .{
@as(f32, @floatFromInt(cursor.color[0])) / 255.0,
@as(f32, @floatFromInt(cursor.color[1])) / 255.0,
@as(f32, @floatFromInt(cursor.color[2])) / 255.0,
@as(f32, @floatFromInt(cursor.color[3])) / 255.0,
};
if (cursor_changed) {
uniforms.previous_cursor = uniforms.current_cursor;
uniforms.previous_cursor_color = uniforms.current_cursor_color;
uniforms.current_cursor = new_cursor;
uniforms.current_cursor_color = cursor_color;
uniforms.cursor_change_time = uniforms.time;
// Update custom cursor uniforms
const cursor_style = renderer.CursorStyle.fromTerminal(self.terminal_state.cursor.visual_style).?;
const current_cursor_style = @as(i32, @intFromEnum(cursor_style));
const cursor_changed: bool =
!std.meta.eql(new_cursor, uniforms.current_cursor) or
!std.meta.eql(cursor_color, uniforms.current_cursor_color) or
current_cursor_style != uniforms.current_cursor_style;
if (cursor_changed) {
uniforms.previous_cursor = uniforms.current_cursor;
uniforms.previous_cursor_color = uniforms.current_cursor_color;
uniforms.current_cursor = new_cursor;
uniforms.current_cursor_color = cursor_color;
uniforms.previous_cursor_style = uniforms.current_cursor_style;
uniforms.current_cursor_style = current_cursor_style;
uniforms.cursor_change_time = uniforms.time;
}
}
}
}

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@ -15,9 +15,19 @@ layout(binding = 1, std140) uniform Globals {
uniform vec4 iPreviousCursor;
uniform vec4 iCurrentCursorColor;
uniform vec4 iPreviousCursorColor;
uniform int iCurrentCursorStyle;
uniform int iPreviousCursorStyle;
uniform int iCurrentCursorVisible;
uniform int iPreviousCursorVisible;
uniform float iTimeCursorChange;
};
#define CURSORSTYLE_BLOCK 0
#define CURSORSTYLE_BLOCK_HOLLOW 1
#define CURSORSTYLE_BAR 2
#define CURSORSTYLE_UNDERLINE 3
#define CURSORSTYLE_LOCK 4
layout(binding = 0) uniform sampler2D iChannel0;
// These are unused currently by Ghostty:

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@ -24,6 +24,10 @@ pub const Uniforms = extern struct {
previous_cursor: [4]f32 align(16),
current_cursor_color: [4]f32 align(16),
previous_cursor_color: [4]f32 align(16),
current_cursor_style: i32 align(4),
previous_cursor_style: i32 align(4),
current_cursor_visible: i32 align(4),
previous_cursor_visible: i32 align(4),
cursor_change_time: f32 align(4),
};