diff --git a/macos/Sources/Features/QuickTerminal/QuickTerminalController.swift b/macos/Sources/Features/QuickTerminal/QuickTerminalController.swift index c23aad755e..bc89022f51 100644 --- a/macos/Sources/Features/QuickTerminal/QuickTerminalController.swift +++ b/macos/Sources/Features/QuickTerminal/QuickTerminalController.swift @@ -375,19 +375,6 @@ class QuickTerminalController: BaseTerminalController { // Some APIs such as window blur have no effect unless the window is visible. guard window.isVisible else { return } - // Terminals typically operate in sRGB color space and macOS defaults - // to "native" which is typically P3. There is a lot more resources - // covered in this GitHub issue: https://github.com/mitchellh/ghostty/pull/376 - // Ghostty defaults to sRGB but this can be overridden. - switch (self.derivedConfig.windowColorspace) { - case "display-p3": - window.colorSpace = .displayP3 - case "srgb": - fallthrough - default: - window.colorSpace = .sRGB - } - // If we have window transparency then set it transparent. Otherwise set it opaque. if (self.derivedConfig.backgroundOpacity < 1) { window.isOpaque = false @@ -457,7 +444,6 @@ class QuickTerminalController: BaseTerminalController { let quickTerminalAnimationDuration: Double let quickTerminalAutoHide: Bool let quickTerminalSpaceBehavior: QuickTerminalSpaceBehavior - let windowColorspace: String let backgroundOpacity: Double init() { @@ -465,7 +451,6 @@ class QuickTerminalController: BaseTerminalController { self.quickTerminalAnimationDuration = 0.2 self.quickTerminalAutoHide = true self.quickTerminalSpaceBehavior = .move - self.windowColorspace = "" self.backgroundOpacity = 1.0 } @@ -474,7 +459,6 @@ class QuickTerminalController: BaseTerminalController { self.quickTerminalAnimationDuration = config.quickTerminalAnimationDuration self.quickTerminalAutoHide = config.quickTerminalAutoHide self.quickTerminalSpaceBehavior = config.quickTerminalSpaceBehavior - self.windowColorspace = config.windowColorspace self.backgroundOpacity = config.backgroundOpacity } } diff --git a/macos/Sources/Features/Terminal/TerminalController.swift b/macos/Sources/Features/Terminal/TerminalController.swift index 08306a854e..89da6bfeba 100644 --- a/macos/Sources/Features/Terminal/TerminalController.swift +++ b/macos/Sources/Features/Terminal/TerminalController.swift @@ -366,19 +366,6 @@ class TerminalController: BaseTerminalController { // If window decorations are disabled, remove our title if (!config.windowDecorations) { window.styleMask.remove(.titled) } - // Terminals typically operate in sRGB color space and macOS defaults - // to "native" which is typically P3. There is a lot more resources - // covered in this GitHub issue: https://github.com/mitchellh/ghostty/pull/376 - // Ghostty defaults to sRGB but this can be overridden. - switch (config.windowColorspace) { - case "display-p3": - window.colorSpace = .displayP3 - case "srgb": - fallthrough - default: - window.colorSpace = .sRGB - } - // If we have only a single surface (no splits) and that surface requested // an initial size then we set it here now. if case let .leaf(leaf) = surfaceTree { diff --git a/macos/Sources/Ghostty/Ghostty.Config.swift b/macos/Sources/Ghostty/Ghostty.Config.swift index 1b3263fc3c..d6e1710ae2 100644 --- a/macos/Sources/Ghostty/Ghostty.Config.swift +++ b/macos/Sources/Ghostty/Ghostty.Config.swift @@ -132,15 +132,6 @@ extension Ghostty { return v } - var windowColorspace: String { - guard let config = self.config else { return "" } - var v: UnsafePointer? = nil - let key = "window-colorspace" - guard ghostty_config_get(config, &v, key, UInt(key.count)) else { return "" } - guard let ptr = v else { return "" } - return String(cString: ptr) - } - var windowSaveState: String { guard let config = self.config else { return "" } var v: UnsafePointer? = nil diff --git a/pkg/macos/graphics/color_space.zig b/pkg/macos/graphics/color_space.zig index 459f063029..16960591b2 100644 --- a/pkg/macos/graphics/color_space.zig +++ b/pkg/macos/graphics/color_space.zig @@ -18,9 +18,72 @@ pub const ColorSpace = opaque { ) orelse Allocator.Error.OutOfMemory; } + pub fn createNamed(name: Name) Allocator.Error!*ColorSpace { + return @as( + ?*ColorSpace, + @ptrFromInt(@intFromPtr(c.CGColorSpaceCreateWithName(name.cfstring()))), + ) orelse Allocator.Error.OutOfMemory; + } + pub fn release(self: *ColorSpace) void { c.CGColorSpaceRelease(@ptrCast(self)); } + + pub const Name = enum { + /// This color space uses the DCI P3 primaries, a D65 white point, and + /// the sRGB transfer function. + displayP3, + /// The Display P3 color space with a linear transfer function and + /// extended-range values. + extendedLinearDisplayP3, + /// The sRGB colorimetry and non-linear transfer function are specified + /// in IEC 61966-2-1. + sRGB, + /// This color space has the same colorimetry as `sRGB`, but uses a + /// linear transfer function. + linearSRGB, + /// This color space has the same colorimetry as `sRGB`, but you can + /// encode component values below `0.0` and above `1.0`. Negative values + /// are encoded as the signed reflection of the original encoding + /// function, as shown in the formula below: + /// ``` + /// extendedTransferFunction(x) = sign(x) * sRGBTransferFunction(abs(x)) + /// ``` + extendedSRGB, + /// This color space has the same colorimetry as `sRGB`; in addition, + /// you may encode component values below `0.0` and above `1.0`. + extendedLinearSRGB, + /// ... + genericGrayGamma2_2, + /// ... + linearGray, + /// This color space has the same colorimetry as `genericGrayGamma2_2`, + /// but you can encode component values below `0.0` and above `1.0`. + /// Negative values are encoded as the signed reflection of the + /// original encoding function, as shown in the formula below: + /// ``` + /// extendedGrayTransferFunction(x) = sign(x) * gamma22Function(abs(x)) + /// ``` + extendedGray, + /// This color space has the same colorimetry as `linearGray`; in + /// addition, you may encode component values below `0.0` and above `1.0`. + extendedLinearGray, + + fn cfstring(self: Name) c.CFStringRef { + return switch (self) { + .displayP3 => c.kCGColorSpaceDisplayP3, + .extendedLinearDisplayP3 => c.kCGColorSpaceExtendedLinearDisplayP3, + .sRGB => c.kCGColorSpaceSRGB, + .extendedSRGB => c.kCGColorSpaceExtendedSRGB, + .linearSRGB => c.kCGColorSpaceLinearSRGB, + .extendedLinearSRGB => c.kCGColorSpaceExtendedLinearSRGB, + .genericGrayGamma2_2 => c.kCGColorSpaceGenericGrayGamma2_2, + .extendedGray => c.kCGColorSpaceExtendedGray, + .linearGray => c.kCGColorSpaceLinearGray, + .extendedLinearGray => c.kCGColorSpaceExtendedLinearGray, + }; + } + }; }; test { diff --git a/src/config/Config.zig b/src/config/Config.zig index a06dcaccc5..36b2a8494a 100644 --- a/src/config/Config.zig +++ b/src/config/Config.zig @@ -248,6 +248,32 @@ const c = @cImport({ /// This is currently only supported on macOS. @"font-thicken-strength": u8 = 255, +/// What color space to use when performing alpha blending. +/// +/// This affects how text looks for different background/foreground color pairs. +/// +/// Valid values: +/// +/// * `native` - Perform alpha blending in the native color space for the OS. +/// On macOS this corresponds to Display P3, and on Linux it's sRGB. +/// +/// * `linear` - Perform alpha blending in linear space. This will eliminate +/// the darkening artifacts around the edges of text that are very visible +/// when certain color combinations are used (e.g. red / green), but makes +/// dark text look much thinner than normal and light text much thicker. +/// This is also sometimes known as "gamma correction". +/// (Currently only supported on macOS. Has no effect on Linux.) +/// +/// * `linear-corrected` - Corrects the thinning/thickening effect of linear +/// by applying a correction curve to the text alpha depending on its +/// brightness. This compensates for the thinning and makes the weight of +/// most text appear very similar to when it's blended non-linearly. +/// +/// Note: This setting affects more than just text, images will also be blended +/// in the selected color space, and custom shaders will receive colors in that +/// color space as well. +@"text-blending": TextBlending = .native, + /// All of the configurations behavior adjust various metrics determined by the /// font. The values can be integers (1, -1, etc.) or a percentage (20%, -15%, /// etc.). In each case, the values represent the amount to change the original @@ -5753,6 +5779,20 @@ pub const GraphemeWidthMethod = enum { unicode, }; +/// See text-blending +pub const TextBlending = enum { + native, + linear, + @"linear-corrected", + + pub fn isLinear(self: TextBlending) bool { + return switch (self) { + .native => false, + .linear, .@"linear-corrected" => true, + }; + } +}; + /// See freetype-load-flag pub const FreetypeLoadFlags = packed struct { // The defaults here at the time of writing this match the defaults diff --git a/src/font/face/coretext.zig b/src/font/face/coretext.zig index 6661295f39..3749b48241 100644 --- a/src/font/face/coretext.zig +++ b/src/font/face/coretext.zig @@ -343,13 +343,12 @@ pub const Face = struct { } = if (!self.isColorGlyph(glyph_index)) .{ .color = false, .depth = 1, - .space = try macos.graphics.ColorSpace.createDeviceGray(), - .context_opts = @intFromEnum(macos.graphics.BitmapInfo.alpha_mask) & - @intFromEnum(macos.graphics.ImageAlphaInfo.only), + .space = try macos.graphics.ColorSpace.createNamed(.linearGray), + .context_opts = @intFromEnum(macos.graphics.ImageAlphaInfo.only), } else .{ .color = true, .depth = 4, - .space = try macos.graphics.ColorSpace.createDeviceRGB(), + .space = try macos.graphics.ColorSpace.createNamed(.displayP3), .context_opts = @intFromEnum(macos.graphics.BitmapInfo.byte_order_32_little) | @intFromEnum(macos.graphics.ImageAlphaInfo.premultiplied_first), }; diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index 09dafd1fc7..83cf4a5c60 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -21,6 +21,7 @@ const renderer = @import("../renderer.zig"); const math = @import("../math.zig"); const Surface = @import("../Surface.zig"); const link = @import("link.zig"); +const graphics = macos.graphics; const fgMode = @import("cell.zig").fgMode; const isCovering = @import("cell.zig").isCovering; const shadertoy = @import("shadertoy.zig"); @@ -105,10 +106,6 @@ default_cursor_color: ?terminal.color.RGB, /// foreground color as the cursor color. cursor_invert: bool, -/// The current frame background color. This is only updated during -/// the updateFrame method. -current_background_color: terminal.color.RGB, - /// The current set of cells to render. This is rebuilt on every frame /// but we keep this around so that we don't reallocate. Each set of /// cells goes into a separate shader. @@ -390,6 +387,8 @@ pub const DerivedConfig = struct { custom_shaders: configpkg.RepeatablePath, links: link.Set, vsync: bool, + colorspace: configpkg.Config.WindowColorspace, + blending: configpkg.Config.TextBlending, pub fn init( alloc_gpa: Allocator, @@ -460,7 +459,8 @@ pub const DerivedConfig = struct { .custom_shaders = custom_shaders, .links = links, .vsync = config.@"window-vsync", - + .colorspace = config.@"window-colorspace", + .blending = config.@"text-blending", .arena = arena, }; } @@ -490,10 +490,6 @@ pub fn surfaceInit(surface: *apprt.Surface) !void { } pub fn init(alloc: Allocator, options: renderer.Options) !Metal { - var arena = ArenaAllocator.init(alloc); - defer arena.deinit(); - const arena_alloc = arena.allocator(); - const ViewInfo = struct { view: objc.Object, scaleFactor: f64, @@ -512,7 +508,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { nswindow.getProperty(?*anyopaque, "contentView").?, ); const scaleFactor = nswindow.getProperty( - macos.graphics.c.CGFloat, + graphics.c.CGFloat, "backingScaleFactor", ); @@ -553,6 +549,29 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { layer.setProperty("opaque", options.config.background_opacity >= 1); layer.setProperty("displaySyncEnabled", options.config.vsync); + // Set our layer's pixel format appropriately. + layer.setProperty( + "pixelFormat", + // Using an `*_srgb` pixel format makes Metal gamma encode + // the pixels written to it *after* blending, which means + // we get linear alpha blending rather than gamma-incorrect + // blending. + if (options.config.blending.isLinear()) + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm_srgb) + else + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm), + ); + + // Set our layer's color space to Display P3. + // This allows us to have "Apple-style" alpha blending, + // since it seems to be the case that Apple apps like + // Terminal and TextEdit render text in the display's + // color space using converted colors, which reduces, + // but does not fully eliminate blending artifacts. + const colorspace = try graphics.ColorSpace.createNamed(.displayP3); + errdefer colorspace.release(); + layer.setProperty("colorspace", colorspace); + // Make our view layer-backed with our Metal layer. On iOS views are // always layer backed so we don't need to do this. But on iOS the // caller MUST be sure to set the layerClass to CAMetalLayer. @@ -578,54 +597,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { }); errdefer font_shaper.deinit(); - // Load our custom shaders - const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles( - arena_alloc, - options.config.custom_shaders, - .msl, - ) catch |err| err: { - log.warn("error loading custom shaders err={}", .{err}); - break :err &.{}; - }; - - // If we have custom shaders then setup our state - var custom_shader_state: ?CustomShaderState = state: { - if (custom_shaders.len == 0) break :state null; - - // Build our sampler for our texture - var sampler = try mtl_sampler.Sampler.init(gpu_state.device); - errdefer sampler.deinit(); - - break :state .{ - // Resolution and screen textures will be fixed up by first - // call to setScreenSize. Draw calls will bail out early if - // the screen size hasn't been set yet, so it won't error. - .front_texture = undefined, - .back_texture = undefined, - .sampler = sampler, - .uniforms = .{ - .resolution = .{ 0, 0, 1 }, - .time = 1, - .time_delta = 1, - .frame_rate = 1, - .frame = 1, - .channel_time = [1][4]f32{.{ 0, 0, 0, 0 }} ** 4, - .channel_resolution = [1][4]f32{.{ 0, 0, 0, 0 }} ** 4, - .mouse = .{ 0, 0, 0, 0 }, - .date = .{ 0, 0, 0, 0 }, - .sample_rate = 1, - }, - - .first_frame_time = try std.time.Instant.now(), - .last_frame_time = try std.time.Instant.now(), - }; - }; - errdefer if (custom_shader_state) |*state| state.deinit(); - - // Initialize our shaders - var shaders = try Shaders.init(alloc, gpu_state.device, custom_shaders); - errdefer shaders.deinit(alloc); - // Initialize all the data that requires a critical font section. const font_critical: struct { metrics: font.Metrics, @@ -661,7 +632,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { .cursor_color = null, .default_cursor_color = options.config.cursor_color, .cursor_invert = options.config.cursor_invert, - .current_background_color = options.config.background, // Render state .cells = .{}, @@ -674,7 +644,16 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { .min_contrast = options.config.min_contrast, .cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) }, .cursor_color = undefined, + .bg_color = .{ + options.config.background.r, + options.config.background.g, + options.config.background.b, + @intFromFloat(@round(options.config.background_opacity * 255.0)), + }, .cursor_wide = false, + .use_display_p3 = options.config.colorspace == .@"display-p3", + .use_linear_blending = options.config.blending.isLinear(), + .use_experimental_linear_correction = options.config.blending == .@"linear-corrected", }, // Fonts @@ -682,16 +661,18 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal { .font_shaper = font_shaper, .font_shaper_cache = font.ShaperCache.init(), - // Shaders - .shaders = shaders, + // Shaders (initialized below) + .shaders = undefined, // Metal stuff .layer = layer, .display_link = display_link, - .custom_shader_state = custom_shader_state, + .custom_shader_state = null, .gpu_state = gpu_state, }; + try result.initShaders(); + // Do an initialize screen size setup to ensure our undefined values // above are initialized. try result.setScreenSize(result.size); @@ -723,11 +704,82 @@ pub fn deinit(self: *Metal) void { } self.image_placements.deinit(self.alloc); + self.deinitShaders(); + + self.* = undefined; +} + +fn deinitShaders(self: *Metal) void { if (self.custom_shader_state) |*state| state.deinit(); self.shaders.deinit(self.alloc); +} - self.* = undefined; +fn initShaders(self: *Metal) !void { + var arena = ArenaAllocator.init(self.alloc); + defer arena.deinit(); + const arena_alloc = arena.allocator(); + + // Load our custom shaders + const custom_shaders: []const [:0]const u8 = shadertoy.loadFromFiles( + arena_alloc, + self.config.custom_shaders, + .msl, + ) catch |err| err: { + log.warn("error loading custom shaders err={}", .{err}); + break :err &.{}; + }; + + var custom_shader_state: ?CustomShaderState = state: { + if (custom_shaders.len == 0) break :state null; + + // Build our sampler for our texture + var sampler = try mtl_sampler.Sampler.init(self.gpu_state.device); + errdefer sampler.deinit(); + + break :state .{ + // Resolution and screen textures will be fixed up by first + // call to setScreenSize. Draw calls will bail out early if + // the screen size hasn't been set yet, so it won't error. + .front_texture = undefined, + .back_texture = undefined, + .sampler = sampler, + .uniforms = .{ + .resolution = .{ 0, 0, 1 }, + .time = 1, + .time_delta = 1, + .frame_rate = 1, + .frame = 1, + .channel_time = [1][4]f32{.{ 0, 0, 0, 0 }} ** 4, + .channel_resolution = [1][4]f32{.{ 0, 0, 0, 0 }} ** 4, + .mouse = .{ 0, 0, 0, 0 }, + .date = .{ 0, 0, 0, 0 }, + .sample_rate = 1, + }, + + .first_frame_time = try std.time.Instant.now(), + .last_frame_time = try std.time.Instant.now(), + }; + }; + errdefer if (custom_shader_state) |*state| state.deinit(); + + var shaders = try Shaders.init( + self.alloc, + self.gpu_state.device, + custom_shaders, + // Using an `*_srgb` pixel format makes Metal gamma encode + // the pixels written to it *after* blending, which means + // we get linear alpha blending rather than gamma-incorrect + // blending. + if (self.config.blending.isLinear()) + mtl.MTLPixelFormat.bgra8unorm_srgb + else + mtl.MTLPixelFormat.bgra8unorm, + ); + errdefer shaders.deinit(self.alloc); + + self.shaders = shaders; + self.custom_shader_state = custom_shader_state; } /// This is called just prior to spinning up the renderer thread for @@ -1111,7 +1163,12 @@ pub fn updateFrame( self.cells_viewport = critical.viewport_pin; // Update our background color - self.current_background_color = critical.bg; + self.uniforms.bg_color = .{ + critical.bg.r, + critical.bg.g, + critical.bg.b, + @intFromFloat(@round(self.config.background_opacity * 255.0)), + }; // Go through our images and see if we need to setup any textures. { @@ -1233,10 +1290,10 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void { attachment.setProperty("storeAction", @intFromEnum(mtl.MTLStoreAction.store)); attachment.setProperty("texture", screen_texture.value); attachment.setProperty("clearColor", mtl.MTLClearColor{ - .red = @as(f32, @floatFromInt(self.current_background_color.r)) / 255 * self.config.background_opacity, - .green = @as(f32, @floatFromInt(self.current_background_color.g)) / 255 * self.config.background_opacity, - .blue = @as(f32, @floatFromInt(self.current_background_color.b)) / 255 * self.config.background_opacity, - .alpha = self.config.background_opacity, + .red = 0.0, + .green = 0.0, + .blue = 0.0, + .alpha = 0.0, }); } @@ -1252,19 +1309,19 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void { defer encoder.msgSend(void, objc.sel("endEncoding"), .{}); // Draw background images first - try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]); + try self.drawImagePlacements(encoder, frame, self.image_placements.items[0..self.image_bg_end]); // Then draw background cells try self.drawCellBgs(encoder, frame); // Then draw images under text - try self.drawImagePlacements(encoder, self.image_placements.items[self.image_bg_end..self.image_text_end]); + try self.drawImagePlacements(encoder, frame, self.image_placements.items[self.image_bg_end..self.image_text_end]); // Then draw fg cells try self.drawCellFgs(encoder, frame, fg_count); // Then draw remaining images - try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]); + try self.drawImagePlacements(encoder, frame, self.image_placements.items[self.image_text_end..]); } // If we have custom shaders, then we render them. @@ -1457,6 +1514,7 @@ fn drawPostShader( fn drawImagePlacements( self: *Metal, encoder: objc.Object, + frame: *const FrameState, placements: []const mtl_image.Placement, ) !void { if (placements.len == 0) return; @@ -1468,15 +1526,16 @@ fn drawImagePlacements( .{self.shaders.image_pipeline.value}, ); - // Set our uniform, which is the only shared buffer + // Set our uniforms encoder.msgSend( void, - objc.sel("setVertexBytes:length:atIndex:"), - .{ - @as(*const anyopaque, @ptrCast(&self.uniforms)), - @as(c_ulong, @sizeOf(@TypeOf(self.uniforms))), - @as(c_ulong, 1), - }, + objc.sel("setVertexBuffer:offset:atIndex:"), + .{ frame.uniforms.buffer.value, @as(c_ulong, 0), @as(c_ulong, 1) }, + ); + encoder.msgSend( + void, + objc.sel("setFragmentBuffer:offset:atIndex:"), + .{ frame.uniforms.buffer.value, @as(c_ulong, 0), @as(c_ulong, 1) }, ); for (placements) |placement| { @@ -1588,6 +1647,11 @@ fn drawCellBgs( ); // Set our buffers + encoder.msgSend( + void, + objc.sel("setVertexBuffer:offset:atIndex:"), + .{ frame.uniforms.buffer.value, @as(c_ulong, 0), @as(c_ulong, 1) }, + ); encoder.msgSend( void, objc.sel("setFragmentBuffer:offset:atIndex:"), @@ -1647,18 +1711,17 @@ fn drawCellFgs( encoder.msgSend( void, objc.sel("setFragmentTexture:atIndex:"), - .{ - frame.grayscale.value, - @as(c_ulong, 0), - }, + .{ frame.grayscale.value, @as(c_ulong, 0) }, ); encoder.msgSend( void, objc.sel("setFragmentTexture:atIndex:"), - .{ - frame.color.value, - @as(c_ulong, 1), - }, + .{ frame.color.value, @as(c_ulong, 1) }, + ); + encoder.msgSend( + void, + objc.sel("setFragmentBuffer:offset:atIndex:"), + .{ frame.uniforms.buffer.value, @as(c_ulong, 0), @as(c_ulong, 2) }, ); encoder.msgSend( @@ -2003,17 +2066,47 @@ pub fn changeConfig(self: *Metal, config: *DerivedConfig) !void { // Set our new minimum contrast self.uniforms.min_contrast = config.min_contrast; + // Set our new color space and blending + self.uniforms.use_display_p3 = config.colorspace == .@"display-p3"; + self.uniforms.use_linear_blending = config.blending.isLinear(); + self.uniforms.use_experimental_linear_correction = config.blending == .@"linear-corrected"; + // Set our new colors self.default_background_color = config.background; self.default_foreground_color = config.foreground; self.default_cursor_color = if (!config.cursor_invert) config.cursor_color else null; self.cursor_invert = config.cursor_invert; + const old_blending = self.config.blending; + const old_custom_shaders = self.config.custom_shaders; + self.config.deinit(); self.config = config.*; // Reset our viewport to force a rebuild, in case of a font change. self.cells_viewport = null; + + // We reinitialize our shaders if our + // blending or custom shaders changed. + if (old_blending != config.blending or + !old_custom_shaders.equal(config.custom_shaders)) + { + self.deinitShaders(); + try self.initShaders(); + // We call setScreenSize to reinitialize + // the textures used for custom shaders. + if (self.custom_shader_state != null) { + try self.setScreenSize(self.size); + } + // And we update our layer's pixel format appropriately. + self.layer.setProperty( + "pixelFormat", + if (config.blending.isLinear()) + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm_srgb) + else + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm), + ); + } } /// Resize the screen. @@ -2057,7 +2150,7 @@ pub fn setScreenSize( } // Set the size of the drawable surface to the bounds - self.layer.setProperty("drawableSize", macos.graphics.Size{ + self.layer.setProperty("drawableSize", graphics.Size{ .width = @floatFromInt(size.screen.width), .height = @floatFromInt(size.screen.height), }); @@ -2089,7 +2182,11 @@ pub fn setScreenSize( .min_contrast = old.min_contrast, .cursor_pos = old.cursor_pos, .cursor_color = old.cursor_color, + .bg_color = old.bg_color, .cursor_wide = old.cursor_wide, + .use_display_p3 = old.use_display_p3, + .use_linear_blending = old.use_linear_blending, + .use_experimental_linear_correction = old.use_experimental_linear_correction, }; // Reset our cell contents if our grid size has changed. @@ -2124,7 +2221,17 @@ pub fn setScreenSize( const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{}); break :init id_init; }; - desc.setProperty("pixelFormat", @intFromEnum(mtl.MTLPixelFormat.bgra8unorm)); + desc.setProperty( + "pixelFormat", + // Using an `*_srgb` pixel format makes Metal gamma encode + // the pixels written to it *after* blending, which means + // we get linear alpha blending rather than gamma-incorrect + // blending. + if (self.config.blending.isLinear()) + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm_srgb) + else + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm), + ); desc.setProperty("width", @as(c_ulong, @intCast(size.screen.width))); desc.setProperty("height", @as(c_ulong, @intCast(size.screen.height))); desc.setProperty( @@ -2154,7 +2261,17 @@ pub fn setScreenSize( const id_init = id_alloc.msgSend(objc.Object, objc.sel("init"), .{}); break :init id_init; }; - desc.setProperty("pixelFormat", @intFromEnum(mtl.MTLPixelFormat.bgra8unorm)); + desc.setProperty( + "pixelFormat", + // Using an `*_srgb` pixel format makes Metal gamma encode + // the pixels written to it *after* blending, which means + // we get linear alpha blending rather than gamma-incorrect + // blending. + if (self.config.blending.isLinear()) + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm_srgb) + else + @intFromEnum(mtl.MTLPixelFormat.bgra8unorm), + ); desc.setProperty("width", @as(c_ulong, @intCast(size.screen.width))); desc.setProperty("height", @as(c_ulong, @intCast(size.screen.height))); desc.setProperty( @@ -2466,8 +2583,10 @@ fn rebuildCells( // Foreground alpha for this cell. const alpha: u8 = if (style.flags.faint) 175 else 255; - // If the cell has a background color, set it. - if (bg) |rgb| { + // Set the cell's background color. + { + const rgb = bg orelse self.background_color orelse self.default_background_color; + // Determine our background alpha. If we have transparency configured // then this is dynamic depending on some situations. This is all // in an attempt to make transparency look the best for various @@ -2477,23 +2596,20 @@ fn rebuildCells( if (self.config.background_opacity >= 1) break :bg_alpha default; - // If we're selected, we do not apply background opacity + // Cells that are selected should be fully opaque. if (selected) break :bg_alpha default; - // If we're reversed, do not apply background opacity + // Cells that are reversed should be fully opaque. if (style.flags.inverse) break :bg_alpha default; - // If we have a background and its not the default background - // then we apply background opacity - if (style.bg(cell, color_palette) != null and !rgb.eql(self.background_color orelse self.default_background_color)) { + // Cells that have an explicit bg color, which does not + // match the current surface bg, should be fully opaque. + if (bg != null and !rgb.eql(self.background_color orelse self.default_background_color)) { break :bg_alpha default; } - // We apply background opacity. - var bg_alpha: f64 = @floatFromInt(default); - bg_alpha *= self.config.background_opacity; - bg_alpha = @ceil(bg_alpha); - break :bg_alpha @intFromFloat(bg_alpha); + // Otherwise, we use the configured background opacity. + break :bg_alpha @intFromFloat(@round(self.config.background_opacity * 255.0)); }; self.cells.bgCell(y, x).* = .{ diff --git a/src/renderer/metal/api.zig b/src/renderer/metal/api.zig index 48056ae5ee..6ab42bbd68 100644 --- a/src/renderer/metal/api.zig +++ b/src/renderer/metal/api.zig @@ -74,6 +74,7 @@ pub const MTLPixelFormat = enum(c_ulong) { rgba8unorm = 70, rgba8uint = 73, bgra8unorm = 80, + bgra8unorm_srgb = 81, }; /// https://developer.apple.com/documentation/metal/mtlpurgeablestate?language=objc diff --git a/src/renderer/metal/shaders.zig b/src/renderer/metal/shaders.zig index b909a2f2a9..62d3631735 100644 --- a/src/renderer/metal/shaders.zig +++ b/src/renderer/metal/shaders.zig @@ -13,9 +13,7 @@ const log = std.log.scoped(.metal); pub const Shaders = struct { library: objc.Object, - /// The cell shader is the shader used to render the terminal cells. - /// It is a single shader that is used for both the background and - /// foreground. + /// Renders cell foreground elements (text, decorations). cell_text_pipeline: objc.Object, /// The cell background shader is the shader used to render the @@ -40,17 +38,18 @@ pub const Shaders = struct { alloc: Allocator, device: objc.Object, post_shaders: []const [:0]const u8, + pixel_format: mtl.MTLPixelFormat, ) !Shaders { const library = try initLibrary(device); errdefer library.msgSend(void, objc.sel("release"), .{}); - const cell_text_pipeline = try initCellTextPipeline(device, library); + const cell_text_pipeline = try initCellTextPipeline(device, library, pixel_format); errdefer cell_text_pipeline.msgSend(void, objc.sel("release"), .{}); - const cell_bg_pipeline = try initCellBgPipeline(device, library); + const cell_bg_pipeline = try initCellBgPipeline(device, library, pixel_format); errdefer cell_bg_pipeline.msgSend(void, objc.sel("release"), .{}); - const image_pipeline = try initImagePipeline(device, library); + const image_pipeline = try initImagePipeline(device, library, pixel_format); errdefer image_pipeline.msgSend(void, objc.sel("release"), .{}); const post_pipelines: []const objc.Object = initPostPipelines( @@ -58,6 +57,7 @@ pub const Shaders = struct { device, library, post_shaders, + pixel_format, ) catch |err| err: { // If an error happens while building postprocess shaders we // want to just not use any postprocess shaders since we don't @@ -137,9 +137,29 @@ pub const Uniforms = extern struct { cursor_pos: [2]u16 align(4), cursor_color: [4]u8 align(4), - // Whether the cursor is 2 cells wide. + /// The background color for the whole surface. + bg_color: [4]u8 align(4), + + /// Whether the cursor is 2 cells wide. cursor_wide: bool align(1), + /// Indicates that colors provided to the shader are already in + /// the P3 color space, so they don't need to be converted from + /// sRGB. + use_display_p3: bool align(1), + + /// Indicates that the color attachments for the shaders have + /// an `*_srgb` pixel format, which means the shaders need to + /// output linear RGB colors rather than gamma encoded colors, + /// since blending will be performed in linear space and then + /// Metal itself will re-encode the colors for storage. + use_linear_blending: bool align(1), + + /// Enables a weight correction step that makes text rendered + /// with linear alpha blending have a similar apparent weight + /// (thickness) to gamma-incorrect blending. + use_experimental_linear_correction: bool align(1) = false, + const PaddingExtend = packed struct(u8) { left: bool = false, right: bool = false, @@ -201,6 +221,7 @@ fn initPostPipelines( device: objc.Object, library: objc.Object, shaders: []const [:0]const u8, + pixel_format: mtl.MTLPixelFormat, ) ![]const objc.Object { // If we have no shaders, do nothing. if (shaders.len == 0) return &.{}; @@ -220,7 +241,12 @@ fn initPostPipelines( // Build each shader. Note we don't use "0.." to build our index // because we need to keep track of our length to clean up above. for (shaders) |source| { - pipelines[i] = try initPostPipeline(device, library, source); + pipelines[i] = try initPostPipeline( + device, + library, + source, + pixel_format, + ); i += 1; } @@ -232,6 +258,7 @@ fn initPostPipeline( device: objc.Object, library: objc.Object, data: [:0]const u8, + pixel_format: mtl.MTLPixelFormat, ) !objc.Object { // Create our library which has the shader source const post_library = library: { @@ -301,8 +328,7 @@ fn initPostPipeline( .{@as(c_ulong, 0)}, ); - // Value is MTLPixelFormatBGRA8Unorm - attachment.setProperty("pixelFormat", @as(c_ulong, 80)); + attachment.setProperty("pixelFormat", @intFromEnum(pixel_format)); } // Make our state @@ -343,7 +369,11 @@ pub const CellText = extern struct { }; /// Initialize the cell render pipeline for our shader library. -fn initCellTextPipeline(device: objc.Object, library: objc.Object) !objc.Object { +fn initCellTextPipeline( + device: objc.Object, + library: objc.Object, + pixel_format: mtl.MTLPixelFormat, +) !objc.Object { // Get our vertex and fragment functions const func_vert = func_vert: { const str = try macos.foundation.String.createWithBytes( @@ -427,8 +457,7 @@ fn initCellTextPipeline(device: objc.Object, library: objc.Object) !objc.Object .{@as(c_ulong, 0)}, ); - // Value is MTLPixelFormatBGRA8Unorm - attachment.setProperty("pixelFormat", @as(c_ulong, 80)); + attachment.setProperty("pixelFormat", @intFromEnum(pixel_format)); // Blending. This is required so that our text we render on top // of our drawable properly blends into the bg. @@ -458,11 +487,15 @@ fn initCellTextPipeline(device: objc.Object, library: objc.Object) !objc.Object pub const CellBg = [4]u8; /// Initialize the cell background render pipeline for our shader library. -fn initCellBgPipeline(device: objc.Object, library: objc.Object) !objc.Object { +fn initCellBgPipeline( + device: objc.Object, + library: objc.Object, + pixel_format: mtl.MTLPixelFormat, +) !objc.Object { // Get our vertex and fragment functions const func_vert = func_vert: { const str = try macos.foundation.String.createWithBytes( - "full_screen_vertex", + "cell_bg_vertex", .utf8, false, ); @@ -507,8 +540,7 @@ fn initCellBgPipeline(device: objc.Object, library: objc.Object) !objc.Object { .{@as(c_ulong, 0)}, ); - // Value is MTLPixelFormatBGRA8Unorm - attachment.setProperty("pixelFormat", @as(c_ulong, 80)); + attachment.setProperty("pixelFormat", @intFromEnum(pixel_format)); // Blending. This is required so that our text we render on top // of our drawable properly blends into the bg. @@ -535,7 +567,11 @@ fn initCellBgPipeline(device: objc.Object, library: objc.Object) !objc.Object { } /// Initialize the image render pipeline for our shader library. -fn initImagePipeline(device: objc.Object, library: objc.Object) !objc.Object { +fn initImagePipeline( + device: objc.Object, + library: objc.Object, + pixel_format: mtl.MTLPixelFormat, +) !objc.Object { // Get our vertex and fragment functions const func_vert = func_vert: { const str = try macos.foundation.String.createWithBytes( @@ -619,8 +655,7 @@ fn initImagePipeline(device: objc.Object, library: objc.Object) !objc.Object { .{@as(c_ulong, 0)}, ); - // Value is MTLPixelFormatBGRA8Unorm - attachment.setProperty("pixelFormat", @as(c_ulong, 80)); + attachment.setProperty("pixelFormat", @intFromEnum(pixel_format)); // Blending. This is required so that our text we render on top // of our drawable properly blends into the bg. diff --git a/src/renderer/shaders/cell.metal b/src/renderer/shaders/cell.metal index 2a107402b2..58dd13755a 100644 --- a/src/renderer/shaders/cell.metal +++ b/src/renderer/shaders/cell.metal @@ -18,7 +18,11 @@ struct Uniforms { float min_contrast; ushort2 cursor_pos; uchar4 cursor_color; + uchar4 bg_color; bool cursor_wide; + bool use_display_p3; + bool use_linear_blending; + bool use_experimental_linear_correction; }; //------------------------------------------------------------------- @@ -26,40 +30,82 @@ struct Uniforms { //------------------------------------------------------------------- #pragma mark - Colors -// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef -float luminance_component(float c) { - if (c <= 0.03928f) { - return c / 12.92f; - } else { - return pow((c + 0.055f) / 1.055f, 2.4f); - } +// D50-adapted sRGB to XYZ conversion matrix. +// http://www.brucelindbloom.com/Eqn_RGB_XYZ_Matrix.html +constant float3x3 sRGB_XYZ = transpose(float3x3( + 0.4360747, 0.3850649, 0.1430804, + 0.2225045, 0.7168786, 0.0606169, + 0.0139322, 0.0971045, 0.7141733 +)); +// XYZ to Display P3 conversion matrix. +// http://endavid.com/index.php?entry=79 +constant float3x3 XYZ_DP3 = transpose(float3x3( + 2.40414768,-0.99010704,-0.39759019, + -0.84239098, 1.79905954, 0.01597023, + 0.04838763,-0.09752546, 1.27393636 +)); +// By composing the two above matrices we get +// our sRGB to Display P3 conversion matrix. +constant float3x3 sRGB_DP3 = XYZ_DP3 * sRGB_XYZ; + +// Converts a color in linear sRGB to linear Display P3 +// +// TODO: The color matrix should probably be computed +// dynamically and passed as a uniform, rather +// than being hard coded above. +float3 srgb_to_display_p3(float3 srgb) { + return sRGB_DP3 * srgb; +} + +// Converts a color from sRGB gamma encoding to linear. +float4 linearize(float4 srgb) { + bool3 cutoff = srgb.rgb <= 0.04045; + float3 lower = srgb.rgb / 12.92; + float3 higher = pow((srgb.rgb + 0.055) / 1.055, 2.4); + srgb.rgb = mix(higher, lower, float3(cutoff)); + + return srgb; +} + +// Converts a color from linear to sRGB gamma encoding. +float4 unlinearize(float4 linear) { + bool3 cutoff = linear.rgb <= 0.0031308; + float3 lower = linear.rgb * 12.92; + float3 higher = pow(linear.rgb, 1.0 / 2.4) * 1.055 - 0.055; + linear.rgb = mix(higher, lower, float3(cutoff)); + + return linear; } -float relative_luminance(float3 color) { - color.r = luminance_component(color.r); - color.g = luminance_component(color.g); - color.b = luminance_component(color.b); - float3 weights = float3(0.2126f, 0.7152f, 0.0722f); - return dot(color, weights); +// Compute the luminance of the provided color. +// +// Takes colors in linear RGB space. If your colors are gamma +// encoded, linearize them before using them with this function. +float luminance(float3 color) { + return dot(color, float3(0.2126f, 0.7152f, 0.0722f)); } // https://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef +// +// Takes colors in linear RGB space. If your colors are gamma +// encoded, linearize them before using them with this function. float contrast_ratio(float3 color1, float3 color2) { - float l1 = relative_luminance(color1); - float l2 = relative_luminance(color2); + float l1 = luminance(color1); + float l2 = luminance(color2); return (max(l1, l2) + 0.05f) / (min(l1, l2) + 0.05f); } // Return the fg if the contrast ratio is greater than min, otherwise // return a color that satisfies the contrast ratio. Currently, the color // is always white or black, whichever has the highest contrast ratio. +// +// Takes colors in linear RGB space. If your colors are gamma +// encoded, linearize them before using them with this function. float4 contrasted_color(float min, float4 fg, float4 bg) { - float3 fg_premult = fg.rgb * fg.a; - float3 bg_premult = bg.rgb * bg.a; - float ratio = contrast_ratio(fg_premult, bg_premult); + float ratio = contrast_ratio(fg.rgb, bg.rgb); if (ratio < min) { - float white_ratio = contrast_ratio(float3(1.0f), bg_premult); - float black_ratio = contrast_ratio(float3(0.0f), bg_premult); + float white_ratio = contrast_ratio(float3(1.0f), bg.rgb); + float black_ratio = contrast_ratio(float3(0.0f), bg.rgb); if (white_ratio > black_ratio) { return float4(1.0f); } else { @@ -70,6 +116,62 @@ float4 contrasted_color(float min, float4 fg, float4 bg) { return fg; } +// Load a 4 byte RGBA non-premultiplied color and linearize +// and convert it as necessary depending on the provided info. +// +// Returns a color in the Display P3 color space. +// +// If `display_p3` is true, then the provided color is assumed to +// already be in the Display P3 color space, otherwise it's treated +// as an sRGB color and is appropriately converted to Display P3. +// +// `linear` controls whether the returned color is linear or gamma encoded. +float4 load_color( + uchar4 in_color, + bool display_p3, + bool linear +) { + // 0 .. 255 -> 0.0 .. 1.0 + float4 color = float4(in_color) / 255.0f; + + // If our color is already in Display P3 and + // we aren't doing linear blending, then we + // already have the correct color here and + // can premultiply and return it. + if (display_p3 && !linear) { + color *= color.a; + return color; + } + + // The color is in either the sRGB or Display P3 color space, + // so in either case, it's a color space which uses the sRGB + // transfer function, so we can use one function in order to + // linearize it in either case. + // + // Even if we aren't doing linear blending, the color + // needs to be in linear space to convert color spaces. + color = linearize(color); + + // If we're *NOT* using display P3 colors, then we're dealing + // with an sRGB color, in which case we need to convert it in + // to the Display P3 color space, since our output is always + // Display P3. + if (!display_p3) { + color.rgb = srgb_to_display_p3(color.rgb); + } + + // If we're not doing linear blending, then we need to + // unlinearize after doing the color space conversion. + if (!linear) { + color = unlinearize(color); + } + + // Premultiply our color by its alpha. + color *= color.a; + + return color; +} + //------------------------------------------------------------------- // Full Screen Vertex Shader //------------------------------------------------------------------- @@ -112,25 +214,54 @@ vertex FullScreenVertexOut full_screen_vertex( //------------------------------------------------------------------- #pragma mark - Cell BG Shader +struct CellBgVertexOut { + float4 position [[position]]; + float4 bg_color; +}; + +vertex CellBgVertexOut cell_bg_vertex( + uint vid [[vertex_id]], + constant Uniforms& uniforms [[buffer(1)]] +) { + CellBgVertexOut out; + + float4 position; + position.x = (vid == 2) ? 3.0 : -1.0; + position.y = (vid == 0) ? -3.0 : 1.0; + position.zw = 1.0; + out.position = position; + + // Convert the background color to Display P3 + out.bg_color = load_color( + uniforms.bg_color, + uniforms.use_display_p3, + uniforms.use_linear_blending + ); + + return out; +} + fragment float4 cell_bg_fragment( - FullScreenVertexOut in [[stage_in]], + CellBgVertexOut in [[stage_in]], constant uchar4 *cells [[buffer(0)]], constant Uniforms& uniforms [[buffer(1)]] ) { int2 grid_pos = int2(floor((in.position.xy - uniforms.grid_padding.wx) / uniforms.cell_size)); + float4 bg = in.bg_color; + // Clamp x position, extends edge bg colors in to padding on sides. if (grid_pos.x < 0) { if (uniforms.padding_extend & EXTEND_LEFT) { grid_pos.x = 0; } else { - return float4(0.0); + return bg; } } else if (grid_pos.x > uniforms.grid_size.x - 1) { if (uniforms.padding_extend & EXTEND_RIGHT) { grid_pos.x = uniforms.grid_size.x - 1; } else { - return float4(0.0); + return bg; } } @@ -139,18 +270,32 @@ fragment float4 cell_bg_fragment( if (uniforms.padding_extend & EXTEND_UP) { grid_pos.y = 0; } else { - return float4(0.0); + return bg; } } else if (grid_pos.y > uniforms.grid_size.y - 1) { if (uniforms.padding_extend & EXTEND_DOWN) { grid_pos.y = uniforms.grid_size.y - 1; } else { - return float4(0.0); + return bg; } } - // Retrieve color for cell and return it. - return float4(cells[grid_pos.y * uniforms.grid_size.x + grid_pos.x]) / 255.0; + // We load the color for the cell, converting it appropriately, and return it. + // + // TODO: We may want to blend the color with the background + // color, rather than purely replacing it, this needs + // some consideration about config options though. + // + // TODO: It might be a good idea to do a pass before this + // to convert all of the bg colors, so we don't waste + // a bunch of work converting the cell color in every + // fragment of each cell. It's not the most epxensive + // operation, but it is still wasted work. + return load_color( + cells[grid_pos.y * uniforms.grid_size.x + grid_pos.x], + uniforms.use_display_p3, + uniforms.use_linear_blending + ); } //------------------------------------------------------------------- @@ -222,7 +367,6 @@ vertex CellTextVertexOut cell_text_vertex( CellTextVertexOut out; out.mode = in.mode; - out.color = float4(in.color) / 255.0f; // === Grid Cell === // +X @@ -277,6 +421,14 @@ vertex CellTextVertexOut cell_text_vertex( // be sampled with pixel coordinate mode. out.tex_coord = float2(in.glyph_pos) + float2(in.glyph_size) * corner; + // Get our color. We always fetch a linearized version to + // make it easier to handle minimum contrast calculations. + out.color = load_color( + in.color, + uniforms.use_display_p3, + true + ); + // If we have a minimum contrast, we need to check if we need to // change the color of the text to ensure it has enough contrast // with the background. @@ -285,7 +437,13 @@ vertex CellTextVertexOut cell_text_vertex( // and Powerline glyphs to be unaffected (else parts of the line would // have different colors as some parts are displayed via background colors). if (uniforms.min_contrast > 1.0f && in.mode == MODE_TEXT) { - float4 bg_color = float4(bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x]) / 255.0f; + // Get the BG color + float4 bg_color = load_color( + bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x], + uniforms.use_display_p3, + true + ); + // Ensure our minimum contrast out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color); } @@ -308,7 +466,8 @@ vertex CellTextVertexOut cell_text_vertex( fragment float4 cell_text_fragment( CellTextVertexOut in [[stage_in]], texture2d textureGrayscale [[texture(0)]], - texture2d textureColor [[texture(1)]] + texture2d textureColor [[texture(1)]], + constant Uniforms& uniforms [[buffer(2)]] ) { constexpr sampler textureSampler( coord::pixel, @@ -322,20 +481,63 @@ fragment float4 cell_text_fragment( case MODE_TEXT_CONSTRAINED: case MODE_TEXT_POWERLINE: case MODE_TEXT: { - // We premult the alpha to our whole color since our blend function - // uses One/OneMinusSourceAlpha to avoid blurry edges. - // We first premult our given color. - float4 premult = float4(in.color.rgb * in.color.a, in.color.a); - - // Then premult the texture color + // Our input color is always linear. + float4 color = in.color; + + // If we're not doing linear blending, then we need to + // re-apply the gamma encoding to our color manually. + // + // We do it BEFORE premultiplying the alpha because + // we want to produce the effect of not linearizing + // it in the first place in order to match the look + // of software that never does this. + if (!uniforms.use_linear_blending) { + color = unlinearize(color); + } + + // Fetch our alpha mask for this pixel. float a = textureGrayscale.sample(textureSampler, in.tex_coord).r; - premult = premult * a; - return premult; + // Experimental linear blending weight correction. + if (uniforms.use_experimental_linear_correction) { + float l = luminance(color.rgb); + + // TODO: This is a dynamic dilation term that biases + // the alpha adjustment for small font sizes; + // it should be computed by dividing the font + // size in `pt`s by `13.0` and using that if + // it's less than `1.0`, but for now it's + // hard coded at 1.0, which has no effect. + float d = 13.0 / 13.0; + + a += pow(a, d + d * l) - pow(a, d + 1.0 - d * l); + } + + // Multiply our whole color by the alpha mask. + // Since we use premultiplied alpha, this is + // the correct way to apply the mask. + color *= a; + + return color; } case MODE_TEXT_COLOR: { - return textureColor.sample(textureSampler, in.tex_coord); + // For now, we assume that color glyphs are + // already premultiplied Display P3 colors. + float4 color = textureColor.sample(textureSampler, in.tex_coord); + + // If we aren't doing linear blending, we can return this right away. + if (!uniforms.use_linear_blending) { + return color; + } + + // Otherwise we need to linearize the color. Since the alpha is + // premultiplied, we need to divide it out before linearizing. + color.rgb /= color.a; + color = linearize(color); + color.rgb *= color.a; + + return color; } } } @@ -409,7 +611,8 @@ vertex ImageVertexOut image_vertex( fragment float4 image_fragment( ImageVertexOut in [[stage_in]], - texture2d image [[texture(0)]] + texture2d image [[texture(0)]], + constant Uniforms& uniforms [[buffer(1)]] ) { constexpr sampler textureSampler(address::clamp_to_edge, filter::linear); @@ -418,10 +621,12 @@ fragment float4 image_fragment( // our texture to BGRA8Unorm. uint4 rgba = image.sample(textureSampler, in.tex_coord); - // Convert to float4 and premultiply the alpha. We should also probably - // premultiply the alpha in the texture. - float4 result = float4(rgba) / 255.0f; - result.rgb *= result.a; - return result; + return load_color( + uchar4(rgba), + // We assume all images are sRGB regardless of the configured colorspace + // TODO: Maybe support wide gamut images? + false, + uniforms.use_linear_blending + ); } diff --git a/src/terminal/PageList.zig b/src/terminal/PageList.zig index 260733b945..b838332b0a 100644 --- a/src/terminal/PageList.zig +++ b/src/terminal/PageList.zig @@ -520,6 +520,7 @@ pub fn clone( assert(node.data.capacity.rows >= chunk.end - chunk.start); defer node.data.assertIntegrity(); node.data.size.rows = chunk.end - chunk.start; + node.data.size.cols = chunk.node.data.size.cols; try node.data.cloneFrom( &chunk.node.data, chunk.start,