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 switches our macOS builds to build on Tahoe, rather than on
Sequoia.
The primary motivation is to get builds out using a new Xcode version
(our builds at the time of writing this are _still produced_ with beta
1! ONE!). Every subsequent beta has had bugs that have prevented us from
upgrading, amusingly enough. But the later betas _also_ have a bunch of
fixes I want to get in. I hope this one works...
The reason we have to use Tahoe instead of Sequoia is because on
Sequoia, builds in CI _crash xcodebuild_. This is definitely an Apple
bug but I can't reproduce it locally to create a bug report, so I'm not
sure what to do.
The SDK published on Flathub updated to Zig 0.15.1 which broke the
Flathub build in CI. So let's install it ourselves so that we can
control the version.
This contains the various changes necessary to get the full unit test
suite passing Valgrind, and configures CI to run this.
I disabled relatively few (less than 10) tests under Valgrind because
they're way too slow: all `verifyIntegrity` tests, because those run
anyways in debug and check their own memory health, a font test that
fills out font map, and the sprite render test. Everything else runs
as-is.
I found a number of issues, most were in the tests themselves. A couple
in actual code. A funny one was some undefined memory on tabstop resize
if you exceed the default number of tabstops. I don't know any real
world program that ever even did that (memory issue aside), and that
whole file hasn't been touched since 2022, so that was funny.
No memory leaks in actual code, but a number of leaks in tests. All
resolved.
I think we're still missing some reports because of the Zig bug:
https://github.com/ziglang/zig/issues/19148 so I'm gong to audit our
codebase after this and look for cases of that.
When constraints increased or decreased the size significantly, the
fractional position was getting messed up by the scale. This change
separates that out so that it applies correctly.
I noticed this when messing around with constraints, adding this
constraint to every glyph and then running with `font-family=Arial` and
`adjust-cell-width = -35%` (if you want to reproduce this)
```zig
constraint = .{
.size_horizontal = .stretch,
.align_horizontal = .center,
.pad_left = 0.1,
.pad_right = 0.1,
};
```
The padding was disproportionately affecting thin glyphs that were
stretched a lot. The problem was that the padding was being multiplied
by the scale.
This also made it so the top or right of said thin glyphs often got
clipped off by the edge of the canvas.
Anyway I fixed it.
|Before|After|
|-|-|
|<img width="1824" height="1480" alt="image"
src="https://github.com/user-attachments/assets/32779f9d-a048-4a8c-b5ea-0e8a851d5119"
/>|<img width="1824" height="1480" alt="image"
src="https://github.com/user-attachments/assets/5bf449e5-699e-4bdc-ac96-2b776f9fb7fa"
/>|
The SDK published on Flathub updated to Zig 0.15.1 which broke the
Flathub build in CI. So let's install it ourselves so that we can
control the version.
When constraints increased or decreased the size significantly, the
fractional position was getting messed up by the scale. This change
separates that out so that it applies correctly.
This runs Valgrind on our unit test suite in CI. Since we're not
currently passing Valgrind, this will be incrementally updated with the
filters for our passing tests. Ultimately, we'll remove the filters and
run the full suite.
Valgrind is slow and hungry so this is our first and only job currently
on a large instance.
This runs Valgrind on our unit test suite in CI. Since we're not
currently passing Valgrind, this will be incrementally updated with the
filters for our passing tests. Ultimately, we'll remove the filters and
run the full suite.
Valgrind is slow and hungry so this is our first and only job currently
on a large instance.
This works around: https://github.com/ziglang/zig/issues/19148 This lets
our `test-valgrind` command catch some issues. We'll have to follow this
pattern in more places but I want to do it incrementally so things keep
passing.
I **do not** want to blindly follow this pattern everywhere. I want to
start by focusing in only on the structs that set `undefined` as default
fields that we're also about to test in isolation with Valgrind. It's
just too much noise otherwise and not a general style I'm sure of; it's
worth it for Valgrind though.
I'm making this PR separate from any fixes because the diff is so noisy
I don't want to lose the fixes in the noise. **This PR is therefore
functionally a no-op.**
This works around: https://github.com/ziglang/zig/issues/19148
This lets our `test-valgrind` command catch some issues. We'll have to
follow this pattern in more places but I want to do it incrementally so
things keep passing.
I **do not** want to blindly follow this pattern everywhere. I want to
start by focusing in only on the structs that set `undefined` as default
fields that we're also about to test in isolation with Valgrind. Its
just too much noise otherwise and not a general style I'm sure of; it's
worth it for Valgrind though.
This adds two explicit `zig build` steps: `run-valgrind` and
`test-valgrind` to run the Ghostty exe or tests under Valgrind,
respectively.
This simplifies the manual Valgrind calls in a few ways:
1. It automatically sets the CPU to baseline, which is a frequent and
requirement for Valgrind on newer CPUs, and generally safe.
2. It sets up the rather complicated set of flags to call Valgrind with,
importantly setting up our suppressions.
3. It enables pairing it with the typical and comfortable workflow of
specifying extra args (with `--`) or flags like `-Dtest-filter` for
tests.
This adds two explicit `zig build` steps: `run-valgrind` and
`test-valgrind` to run the Ghostty exe or tests under Valgrind,
respectively.
This simplifies the manual Valgrind calls in a few ways:
1. It automatically sets the CPU to baseline, which is a frequent and
requirement for Valgrind on newer CPUs, and generally safe.
2. It sets up the rather complicated set of flags to call Valgrind with,
importantly setting up our suppressions.
3. It enables pairing it with the typical and comfortable workflow of
specifying extra args (with `--`) or flags like `-Dtest-filter` for
tests.
I think, at this stage of AI, it is a common courtesy to disclose this.
In a perfect world, AI assistance would produce equal or higher quality
work than any human. That isn't the world we live in today, and in many
cases it's generating slop. I say this despite being a fan of and using
them successfully myself (with heavy supervision)! I think the major
issue is **inexperienced human drivers of AI** that aren't able to
**adequately review their generated code.** As a result, they're pull
requesting code that I'm sure they would be ashamed of if they knew how
bad it was.
The disclosure is to help maintainers assess how much attention to give
a PR. While we aren't obligated to in any way, I try to assist
inexperienced contributors and coach them to the finish line, because
getting a PR accepted is an achievement to be proud of. But if it's just
an AI on the other side, I don't need to put in this effort, and it's
rude to trick me into doing so.
**I'm a fan of AI assistance and use AI tooling myself.** But, we need
to be responsible about what we're using it for and respectful to the
humans on the other side that may have to review or maintain this code.
(In the spirit of this PR... none of this PR was AI generated. lol.)