alpha
Login
or
Join now
ptr.pet
/
ghostty
Star
0
Fork
0
Atom
Configure Feed
Issues
Pull Requests
Commits
Tags
Feed URL
Select the types of activity you want to include in your feed.
This repository has no description
Star
0
Fork
0
Atom
Configure Feed
Issues
Pull Requests
Commits
Tags
Feed URL
Select the types of activity you want to include in your feed.
Overview
Issues
Pulls
Pipelines
ghostty
/
src
/
renderer
/
shaders
/
glsl
/
at
main
10 files
ClearAspect
renderer: added cursor style and visibility uniforms
8mo ago
7a4bddd3
bg_color.f.glsl
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.
11 months ago
bg_image.f.glsl
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.
1 year ago
bg_image.v.glsl
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.
1 year ago
cell_bg.f.glsl
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.
1 year ago
cell_text.f.glsl
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.
1 year ago
cell_text.v.glsl
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.
1 year ago
common.glsl
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.
11 months ago
full_screen.v.glsl
renderer: big rework, graphics API abstraction layers, unified logic This commit is very large, representing about a month of work with many interdependent changes that don't separate cleanly in to atomic commits. The main change here is unifying the renderer logic to a single generic renderer, implemented on top of an abstraction layer over OpenGL/Metal. I'll write a more complete summary of the changes in the description of the PR.
1 year ago
image.f.glsl
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.
1 year ago
image.v.glsl
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.
1 year ago