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33 Commits

Author SHA1 Message Date
Kovid Goyal
b6679ff7b5 version 0.3.0 2017-08-23 07:25:37 +05:30
Kovid Goyal
de80003103 macOS: Show the current window title in the global menu bar 2017-08-22 22:46:46 +05:30
Kovid Goyal
2b0596c7f9 Add a basic global menubar on macOS
Fixes #111
2017-08-22 20:59:56 +05:30
Kovid Goyal
3d15a1d786 Fix textures not being rendered in a render call that also uploads textures
The active texture should not be unbound in the upload texture functions
2017-08-22 18:34:25 +05:30
Kovid Goyal
1fcb865202 ... 2017-08-22 18:19:46 +05:30
Kovid Goyal
1c56de5605 Change default usage mode to GL_STREAM_DRAW 2017-08-22 18:10:28 +05:30
Kovid Goyal
adbce71fb4 Remove unused code 2017-08-22 18:04:40 +05:30
Kovid Goyal
00e3ea8c08 Remove unused code 2017-08-22 17:32:40 +05:30
Kovid Goyal
36432c8616 API to conveniently download data from a vertex buffer 2017-08-22 12:51:30 +05:30
Kovid Goyal
03e0b9de04 Use vertex buffers instead of texture buffers
Apparently, integer samplers for textFetch() are broken on some macOS
Intel drivers. Fixes #101
2017-08-22 12:08:35 +05:30
Kovid Goyal
4364163ceb Use a single buffer for multiple vertex arrays 2017-08-22 07:59:51 +05:30
Kovid Goyal
ffd9ec653d Allow programs to be used with multiple vertex array objects 2017-08-22 00:24:45 +05:30
Kovid Goyal
ee3c3e4cb4 Binding for DeleteVertexArray 2017-08-22 00:18:03 +05:30
Kovid Goyal
277c46908d Remove unused code 2017-08-21 23:55:39 +05:30
Kovid Goyal
8e27c80e1f A spot of refactoring 2017-08-21 23:26:30 +05:30
Kovid Goyal
afa767c3a8 Support vertex attrib divisors 2017-08-21 23:24:05 +05:30
Kovid Goyal
67ec04fba3 Also use the buffer manager for vertex arrays 2017-08-21 23:10:25 +05:30
Kovid Goyal
f35bf7f1ba Move buffer management into its own class 2017-08-21 22:53:13 +05:30
Kovid Goyal
4fdb55e260 Ensure window with hidden chrome is resizable on macOS 2017-08-21 21:06:34 +05:30
Kovid Goyal
be06669e8f Ensure we dont exceed GL_MAX_TEXTURE_BUFFER_SIZE 2017-08-21 20:53:02 +05:30
Kovid Goyal
313253cd95 Add glFlush() and glFinish() bindings 2017-08-21 19:55:28 +05:30
Kovid Goyal
8c16be2ccd Remove unused code 2017-08-21 19:38:52 +05:30
Kovid Goyal
e1b276786b Fix #112 2017-08-21 19:10:06 +05:30
Kovid Goyal
05f5a05c20 Ensure sprite map size tracking is always correct 2017-08-21 17:39:30 +05:30
Kovid Goyal
7e79aac275 Fix incorrect tracking of previous buffer sizes to avoid re-allocs 2017-08-21 17:12:46 +05:30
Kovid Goyal
0a21819e16 DRYer 2017-08-21 16:53:04 +05:30
Kovid Goyal
fe3e51a00d Move the GLSL shaders into their own files 2017-08-21 16:39:34 +05:30
Kovid Goyal
21874339f1 Remove un-needed binding of the sprite_map buffer 2017-08-21 15:51:55 +05:30
Kovid Goyal
4f22fcdaac Code to verify buffer uploads are working 2017-08-21 15:30:50 +05:30
Kovid Goyal
0424d665d5 Function to read data from OpenGL buffers 2017-08-21 15:29:05 +05:30
Kovid Goyal
0bbea6812e Avoid unnecessary reallocs for cell data
Only re-allocate when the buffer size changes
2017-08-21 14:56:29 +05:30
Kovid Goyal
101a50b0ff Do not use GL_ARB_texture_buffer_object_rgb32
This is not available on macOS using Intel graphics cards
2017-08-21 12:46:09 +05:30
Kovid Goyal
a9f3a698d2 Also check for required OpenGL extensions on OS X 2017-08-21 11:21:57 +05:30
16 changed files with 649 additions and 322 deletions

View File

@@ -3,12 +3,14 @@
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
from ctypes import addressof
from functools import partial
from itertools import chain
from threading import Lock
from functools import partial
from .constants import GLfloat, GLint, GLuint, viewport_size
from .fast_data_types import GL_TRIANGLE_FAN, glMultiDrawArrays, glUniform3fv
from .fast_data_types import (
GL_STATIC_DRAW, GL_TRIANGLE_FAN, glMultiDrawArrays, glUniform3fv
)
from .shaders import ShaderProgram
from .utils import pt_to_px
@@ -50,10 +52,10 @@ void main() {
final_color = vec4(color, 1);
}
''')
self.add_vertex_array('rect')
self.vao_id = self.add_vertex_arrays(self.vertex_array('rect'))
def send_data(self, data):
self.send_vertex_data('rect', data)
self.send_vertex_data(self.vao_id, data, usage=GL_STATIC_DRAW)
def set_colors(self, color_buf):
glUniform3fv(self.uniform_location('colors'), 3, addressof(color_buf))
@@ -149,7 +151,8 @@ class Borders:
program.send_data(self.rects)
program.set_colors(self.color_buf)
self.is_dirty = False
glMultiDrawArrays(
GL_TRIANGLE_FAN,
addressof(self.starts),
addressof(self.counts), self.num_of_rects)
with program.bound_vertex_array(program.vao_id):
glMultiDrawArrays(
GL_TRIANGLE_FAN,
addressof(self.starts),
addressof(self.counts), self.num_of_rects)

View File

@@ -2,38 +2,42 @@
# vim:fileencoding=utf-8
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
import os
import inspect
import io
import os
import select
import signal
import struct
import inspect
from functools import wraps
from gettext import gettext as _
from queue import Empty, Queue
from threading import Thread, current_thread
from time import monotonic
from queue import Queue, Empty
from gettext import gettext as _
from .borders import BordersProgram
from .char_grid import load_shader_programs
from .config import MINIMUM_FONT_SIZE
from .constants import (
viewport_size, set_boss, wakeup, cell_size, MODIFIER_KEYS,
main_thread, mouse_button_pressed, mouse_cursor_pos
MODIFIER_KEYS, cell_size, is_key_pressed, isosx, main_thread,
mouse_button_pressed, mouse_cursor_pos, set_boss, viewport_size, wakeup
)
from .fast_data_types import (
glViewport, glBlendFunc, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GLFW_PRESS,
GLFW_REPEAT, GLFW_MOUSE_BUTTON_1, glfw_post_empty_event,
GLFW_CURSOR_NORMAL, GLFW_CURSOR, GLFW_CURSOR_HIDDEN, drain_read
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GLFW_CURSOR, GLFW_CURSOR_HIDDEN,
GLFW_CURSOR_NORMAL, GLFW_MOUSE_BUTTON_1, GLFW_PRESS, GLFW_REPEAT,
drain_read, glBlendFunc, glfw_post_empty_event, glViewport
)
from .fonts.render import set_font_family
from .borders import BordersProgram
from .char_grid import cursor_shader, cell_shader
from .constants import is_key_pressed
from .keys import interpret_text_event, interpret_key_event, get_shortcut, get_sent_data
from .keys import (
get_sent_data, get_shortcut, interpret_key_event, interpret_text_event
)
from .session import create_session
from .shaders import Sprites, ShaderProgram
from .tabs import TabManager, SpecialWindow
from .shaders import Sprites
from .tabs import SpecialWindow, TabManager
from .timers import Timers
from .utils import handle_unix_signals, safe_print, pipe2
from .utils import handle_unix_signals, pipe2, safe_print
if isosx:
from .fast_data_types import cocoa_update_title
def conditional_run(w, i):
@@ -59,6 +63,7 @@ def callback(func):
pass
else:
self.queue_action(conditional_run, w, i)
return f
@@ -80,7 +85,9 @@ class Boss(Thread):
self.screen_update_delay = opts.repaint_delay / 1000.0
self.signal_fd = handle_unix_signals()
self.read_wakeup_fd, self.write_wakeup_fd = pipe2()
self.read_dispatch_map = {self.signal_fd: self.signal_received, self.read_wakeup_fd: self.on_wakeup}
self.read_dispatch_map = {
self.signal_fd: self.signal_received,
self.read_wakeup_fd: self.on_wakeup}
self.all_writers = []
self.timers = Timers()
self.ui_timers = Timers()
@@ -100,8 +107,7 @@ class Boss(Thread):
glfw_window.window_focus_callback = self.on_focus
self.tab_manager = TabManager(opts, args, startup_session)
self.sprites = Sprites()
self.cell_program = ShaderProgram(*cell_shader)
self.cursor_program = ShaderProgram(*cursor_shader)
self.cell_program, self.cursor_program = load_shader_programs()
self.borders_program = BordersProgram()
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.sprites.do_layout(cell_size.width, cell_size.height)
@@ -205,8 +211,10 @@ class Boss(Thread):
def loop(self):
while not self.shutting_down:
all_readers = list(self.read_dispatch_map)
all_writers = [w.child_fd for w in self.iterwindows() if w.write_buf]
readers, writers, _ = select.select(all_readers, all_writers, [], self.timers.timeout())
all_writers = [
w.child_fd for w in self.iterwindows() if w.write_buf]
readers, writers, _ = select.select(
all_readers, all_writers, [], self.timers.timeout())
for r in readers:
self.read_dispatch_map[r]()
for w in writers:
@@ -214,7 +222,8 @@ class Boss(Thread):
self.timers()
for w in self.iterwindows():
if w.screen.is_dirty():
self.timers.add_if_missing(self.screen_update_delay, w.update_screen)
self.timers.add_if_missing(
self.screen_update_delay, w.update_screen)
@callback
def on_window_resize(self, window, w, h):
@@ -231,10 +240,16 @@ class Boss(Thread):
glfw_post_empty_event()
def increase_font_size(self):
self.change_font_size(min(self.opts.font_size * 5, self.current_font_size + self.opts.font_size_delta))
self.change_font_size(
min(
self.opts.font_size * 5, self.current_font_size +
self.opts.font_size_delta))
def decrease_font_size(self):
self.change_font_size(max(MINIMUM_FONT_SIZE, self.current_font_size - self.opts.font_size_delta))
self.change_font_size(
max(
MINIMUM_FONT_SIZE, self.current_font_size -
self.opts.font_size_delta))
def restore_font_size(self):
self.change_font_size(self.opts.font_size)
@@ -308,7 +323,9 @@ class Boss(Thread):
return
if window.char_grid.scrolled_by and key not in MODIFIER_KEYS and action == GLFW_PRESS:
window.scroll_end()
data = get_sent_data(self.opts.send_text_map, key, scancode, mods, window, action) or interpret_key_event(key, scancode, mods, window, action)
data = get_sent_data(
self.opts.send_text_map, key, scancode, mods, window, action
) or interpret_key_event(key, scancode, mods, window, action)
if data:
window.write_to_child(data)
@@ -326,7 +343,9 @@ class Boss(Thread):
else:
tab = self.active_tab
if tab is not None:
tab.new_special_window(SpecialWindow(self.opts.scrollback_pager, data, _('History')))
tab.new_special_window(
SpecialWindow(
self.opts.scrollback_pager, data, _('History')))
def window_for_pos(self, x, y):
tab = self.active_tab
@@ -365,7 +384,8 @@ class Boss(Thread):
@callback
def on_mouse_move(self, window, xpos, ypos):
mouse_cursor_pos[:2] = xpos, ypos = int(xpos * viewport_size.x_ratio), int(ypos * viewport_size.y_ratio)
mouse_cursor_pos[:2] = xpos, ypos = int(
xpos * viewport_size.x_ratio), int(ypos * viewport_size.y_ratio)
self.show_mouse_cursor()
w = self.window_for_pos(xpos, ypos)
if w is not None:
@@ -387,7 +407,8 @@ class Boss(Thread):
def show_mouse_cursor(self):
self.glfw_window.set_input_mode(GLFW_CURSOR, GLFW_CURSOR_NORMAL)
if self.opts.mouse_hide_wait > 0:
self.ui_timers.add(self.opts.mouse_hide_wait, self.hide_mouse_cursor)
self.ui_timers.add(
self.opts.mouse_hide_wait, self.hide_mouse_cursor)
def hide_mouse_cursor(self):
self.glfw_window.set_input_mode(GLFW_CURSOR, GLFW_CURSOR_HIDDEN)
@@ -399,12 +420,14 @@ class Boss(Thread):
try:
self.glfw_window.request_window_attention()
except AttributeError:
pass # needs glfw 3.3
pass # needs glfw 3.3
def start_cursor_blink(self):
self.cursor_blinking = True
if self.opts.cursor_stop_blinking_after > 0:
self.ui_timers.add(self.opts.cursor_stop_blinking_after, self.stop_cursor_blinking)
self.ui_timers.add(
self.opts.cursor_stop_blinking_after,
self.stop_cursor_blinking)
def stop_cursor_blinking(self):
self.cursor_blinking = False
@@ -420,15 +443,22 @@ class Boss(Thread):
if tab.title != self.glfw_window_title:
self.glfw_window_title = tab.title
self.glfw_window.set_title(self.glfw_window_title)
if isosx:
cocoa_update_title(self.glfw_window_title)
with self.sprites:
self.sprites.render_dirty_cells()
tab.render()
render_data = {window: window.char_grid.prepare_for_render(self.sprites) for window in tab.visible_windows() if not window.needs_layout}
render_data = {
window:
window.char_grid.prepare_for_render(self.cell_program)
for window in tab.visible_windows()
if not window.needs_layout}
with self.cell_program:
self.tab_manager.render(self.cell_program, self.sprites)
for window, rd in render_data.items():
if rd is not None:
window.render_cells(rd, self.cell_program, self.sprites)
window.render_cells(
rd, self.cell_program, self.sprites)
active = self.active_window
rd = render_data.get(active)
if rd is not None:
@@ -439,15 +469,16 @@ class Boss(Thread):
d = int(self.opts.cursor_blink_interval * 1000)
n = t // d
draw_cursor = n % 2 == 0
self.ui_timers.add_if_missing(((n + 1) * d / 1000) - now, glfw_post_empty_event)
self.ui_timers.add_if_missing(
((n + 1) * d / 1000) - now, glfw_post_empty_event)
if draw_cursor:
with self.cursor_program:
active.char_grid.render_cursor(rd, self.cursor_program, self.window_is_focused)
active.char_grid.render_cursor(
rd, self.cursor_program,
self.window_is_focused)
def gui_close_window(self, window):
if window.char_grid.buffer_id is not None:
self.sprites.destroy_sprite_map(window.char_grid.buffer_id)
window.char_grid.buffer_id = None
window.char_grid.destroy(self.cell_program)
for tab in self.tab_manager:
if window in tab:
break
@@ -499,5 +530,8 @@ class Boss(Thread):
self.queue_action(self.tab_manager.move_tab, -1)
def display_scrollback_in_new_tab(self, data):
self.tab_manager.new_tab(special_window=SpecialWindow(self.opts.scrollback_pager, data, _('History')))
self.tab_manager.new_tab(
special_window=SpecialWindow(
self.opts.scrollback_pager, data, _('History')))
# }}}

26
kitty/cell_fragment.glsl Normal file
View File

@@ -0,0 +1,26 @@
uniform sampler2DArray sprites;
in vec3 sprite_pos;
in vec3 underline_pos;
in vec3 strike_pos;
in vec3 foreground;
in vec3 background;
in vec3 decoration_fg;
out vec4 final_color;
vec3 blend(float alpha, vec3 over, vec3 under) {
return over + (1 - alpha) * under;
}
void main() {
float text_alpha = texture(sprites, sprite_pos).r;
float underline_alpha = texture(sprites, underline_pos).r;
float strike_alpha = texture(sprites, strike_pos).r;
vec3 underline = underline_alpha * decoration_fg;
vec3 strike = strike_alpha * foreground;
vec3 fg = text_alpha * foreground;
vec3 decoration = blend(underline_alpha, underline, strike);
vec3 combined_fg = blend(text_alpha, fg, decoration);
float combined_alpha = max(max(underline_alpha, strike_alpha), text_alpha);
final_color = vec4(blend(combined_alpha, combined_fg, background), 1);
}

59
kitty/cell_vertex.glsl Normal file
View File

@@ -0,0 +1,59 @@
uniform uvec2 dimensions; // xnum, ynum
uniform vec4 steps; // xstart, ystart, dx, dy
uniform vec2 sprite_layout; // dx, dy
uniform ivec2 color_indices; // which color to use as fg and which as bg
in uvec3 sprite_coords;
in uvec3 colors;
out vec3 sprite_pos;
out vec3 underline_pos;
out vec3 strike_pos;
out vec3 foreground;
out vec3 background;
out vec3 decoration_fg;
const uvec2 pos_map[] = uvec2[4](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(0, 0) // left, top
);
const uint BYTE_MASK = uint(255);
const uint ZERO = uint(0);
const uint SMASK = uint(3);
vec3 to_color(uint c) {
uint r, g, b;
r = (c >> 16) & BYTE_MASK;
g = (c >> 8) & BYTE_MASK;
b = c & BYTE_MASK;
return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
}
vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout.x;
vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout.y;
return vec3(s_xpos[pos.x], s_ypos[pos.y], z);
}
void main() {
uint instance_id = uint(gl_InstanceID);
uint r = instance_id / dimensions[0];
uint c = instance_id - r * dimensions[0];
float left = steps[0] + c * steps[2];
float top = steps[1] - r * steps[3];
vec2 xpos = vec2(left, left + steps[2]);
vec2 ypos = vec2(top, top - steps[3]);
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos.x], ypos[pos.y], 0, 1);
sprite_pos = to_sprite_pos(pos, sprite_coords.x, sprite_coords.y, sprite_coords.z);
uint fg = colors[color_indices[0]];
uint bg = colors[color_indices[1]];
uint decoration = colors[2];
foreground = to_color(fg);
background = to_color(bg);
decoration_fg = to_color(decoration);
underline_pos = to_sprite_pos(pos, (decoration >> 24) & SMASK, ZERO, ZERO);
strike_pos = to_sprite_pos(pos, (decoration >> 26) & SMASK, ZERO, ZERO);
}

View File

@@ -4,9 +4,9 @@
import re
import sys
from enum import Enum
from collections import namedtuple
from ctypes import addressof, memmove, sizeof
from enum import Enum
from threading import Lock
from .config import build_ansi_color_table, defaults
@@ -15,11 +15,12 @@ from .constants import (
)
from .fast_data_types import (
CURSOR_BEAM, CURSOR_BLOCK, CURSOR_UNDERLINE, DATA_CELL_SIZE, GL_BLEND,
GL_LINE_LOOP, GL_TRIANGLE_FAN, ColorProfile, glDisable, glDrawArrays,
glDrawArraysInstanced, glEnable, glUniform1i, glUniform2f, glUniform2ui,
glUniform4f
GL_LINE_LOOP, GL_TRIANGLE_FAN, GL_UNSIGNED_INT, ColorProfile, glDisable,
glDrawArrays, glDrawArraysInstanced, glEnable, glUniform1i, glUniform2f,
glUniform2i, glUniform2ui, glUniform4f
)
from .rgb import to_color
from .shaders import ShaderProgram, load_shaders
from .utils import (
color_as_int, color_from_int, get_logical_dpi, open_url, safe_print,
set_primary_selection
@@ -32,133 +33,22 @@ class DynamicColor(Enum):
default_fg, default_bg, cursor_color, highlight_fg, highlight_bg = range(1, 6)
if DATA_CELL_SIZE % 3:
raise ValueError('Incorrect data cell size, must be a multiple of 3')
class CellProgram(ShaderProgram):
def create_sprite_map(self):
stride = DATA_CELL_SIZE * sizeof(GLuint)
size = DATA_CELL_SIZE // 2
return self.add_vertex_arrays(
self.vertex_array('sprite_coords', size=size, dtype=GL_UNSIGNED_INT, stride=stride, divisor=1),
self.vertex_array('colors', size=size, dtype=GL_UNSIGNED_INT, stride=stride, offset=stride // 2, divisor=1),
)
# cell shader {{{
cell_shader = (
'''\
uniform uvec2 dimensions; // xnum, ynum
uniform vec4 steps; // xstart, ystart, dx, dy
uniform vec2 sprite_layout; // dx, dy
uniform usamplerBuffer sprite_map; // gl_InstanceID -> x, y, z
uniform uvec2 color_indices; // which color to use as fg and which as bg
out vec3 sprite_pos;
out vec3 underline_pos;
out vec3 strike_pos;
out vec3 foreground;
out vec3 background;
out vec3 decoration_fg;
const uvec2 pos_map[] = uvec2[4](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(0, 0) // left, top
);
const uint BYTE_MASK = uint(255);
const uint ZERO = uint(0);
const uint SMASK = uint(3);
vec3 to_color(uint c) {
uint r, g, b;
r = (c >> 16) & BYTE_MASK;
g = (c >> 8) & BYTE_MASK;
b = c & BYTE_MASK;
return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
}
vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout[0];
vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout[1];
return vec3(s_xpos[pos[0]], s_ypos[pos[1]], z);
}
void main() {
uint instance_id = uint(gl_InstanceID);
uint r = instance_id / dimensions[0];
uint c = instance_id - r * dimensions[0];
float left = steps[0] + c * steps[2];
float top = steps[1] - r * steps[3];
vec2 xpos = vec2(left, left + steps[2]);
vec2 ypos = vec2(top, top - steps[3]);
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
int sprite_id = gl_InstanceID * STRIDE;
uvec4 spos = texelFetch(sprite_map, sprite_id);
uvec4 colors = texelFetch(sprite_map, sprite_id + 1);
sprite_pos = to_sprite_pos(pos, spos[0], spos[1], spos[2]);
foreground = to_color(colors[color_indices[0]]);
background = to_color(colors[color_indices[1]]);
uint decoration = colors[2];
decoration_fg = to_color(decoration);
underline_pos = to_sprite_pos(pos, (decoration >> 24) & SMASK, ZERO, ZERO);
strike_pos = to_sprite_pos(pos, (decoration >> 26) & SMASK, ZERO, ZERO);
}
'''.replace('STRIDE', str(DATA_CELL_SIZE // 3)),
'''\
uniform sampler2DArray sprites;
in vec3 sprite_pos;
in vec3 underline_pos;
in vec3 strike_pos;
in vec3 foreground;
in vec3 background;
in vec3 decoration_fg;
out vec4 final_color;
vec3 blend(float alpha, vec3 over, vec3 under) {
return over + (1 - alpha) * under;
}
void main() {
float text_alpha = texture(sprites, sprite_pos).r;
float underline_alpha = texture(sprites, underline_pos).r;
float strike_alpha = texture(sprites, strike_pos).r;
vec3 underline = underline_alpha * decoration_fg;
vec3 strike = strike_alpha * foreground;
vec3 fg = text_alpha * foreground;
vec3 decoration = blend(underline_alpha, underline, strike);
vec3 combined_fg = blend(text_alpha, fg, decoration);
float combined_alpha = max(max(underline_alpha, strike_alpha), text_alpha);
final_color = vec4(blend(combined_alpha, combined_fg, background), 1);
}
''')
# }}}
# cursor shader {{{
cursor_shader = (
'''\
uniform vec2 xpos;
uniform vec2 ypos;
const uvec2 pos_map[] = uvec2[4](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(0, 0) // left, top
);
void main() {
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
}
''',
'''\
uniform vec4 color;
out vec4 final_color;
void main() {
final_color = color;
}
''')
# }}}
def load_shader_programs():
cell = CellProgram(*load_shaders('cell'))
cursor = ShaderProgram(*load_shaders('cursor'))
cursor.vao_id = cursor.add_vertex_arrays()
return cell, cursor
class Selection: # {{{
@@ -230,16 +120,15 @@ def calculate_gl_geometry(window_geometry):
return ScreenGeometry(xstart, ystart, window_geometry.xnum, window_geometry.ynum, dx, dy)
def render_cells(buffer_id, sg, cell_program, sprites, invert_colors=False):
sprites.bind_sprite_map(buffer_id)
def render_cells(vao_id, sg, cell_program, sprites, invert_colors=False):
ul = cell_program.uniform_location
glUniform2ui(ul('dimensions'), sg.xnum, sg.ynum)
glUniform2ui(ul('color_indices'), 1 if invert_colors else 0, 0 if invert_colors else 1)
glUniform2i(ul('color_indices'), 1 if invert_colors else 0, 0 if invert_colors else 1)
glUniform4f(ul('steps'), sg.xstart, sg.ystart, sg.dx, sg.dy)
glUniform1i(ul('sprites'), sprites.sampler_num)
glUniform1i(ul('sprite_map'), sprites.buffer_sampler_num)
glUniform2f(ul('sprite_layout'), *(sprites.layout))
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, sg.xnum * sg.ynum)
with cell_program.bound_vertex_array(vao_id):
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, sg.xnum * sg.ynum)
class CharGrid:
@@ -248,7 +137,7 @@ class CharGrid:
def __init__(self, screen, opts):
self.buffer_lock = Lock()
self.buffer_id = None
self.vao_id = None
self.current_selection = Selection()
self.last_rendered_selection = self.current_selection.limits(0, screen.lines, screen.columns)
self.render_buf_is_dirty = True
@@ -276,6 +165,11 @@ class CharGrid:
safe_print('Invalid characters in select_by_word_characters, ignoring', file=sys.stderr)
self.word_pat = re.compile(r'[\w{}]'.format(escape(defaults.select_by_word_characters)), re.UNICODE)
def destroy(self, cell_program):
if self.vao_id is not None:
cell_program.remove_vertex_array(self.vao_id)
self.vao_id = None
def update_position(self, window_geometry):
self.screen_geometry = calculate_gl_geometry(window_geometry)
@@ -460,13 +354,13 @@ class CharGrid:
s = sel or self.current_selection
return s.text(self.screen.linebuf, self.screen.historybuf)
def prepare_for_render(self, sprites):
def prepare_for_render(self, cell_program):
with self.buffer_lock:
sg = self.render_data
if sg is None:
return
if self.buffer_id is None:
self.buffer_id = sprites.add_sprite_map()
if self.vao_id is None:
self.vao_id = cell_program.create_sprite_map()
buf = self.render_buf
start, end = sel = self.current_selection.limits(self.scrolled_by, self.screen.lines, self.screen.columns)
if start != end:
@@ -479,13 +373,13 @@ class CharGrid:
bg = bg >> 8 if bg & 2 else self.highlight_bg
self.screen.apply_selection(addressof(buf), start[0], start[1], end[0], end[1], fg, bg)
if self.render_buf_is_dirty or self.last_rendered_selection != sel:
sprites.set_sprite_map(self.buffer_id, buf)
cell_program.send_vertex_data(self.vao_id, buf)
self.render_buf_is_dirty = False
self.last_rendered_selection = sel
return sg
def render_cells(self, sg, cell_program, sprites, invert_colors=False):
render_cells(self.buffer_id, sg, cell_program, sprites, invert_colors=invert_colors)
render_cells(self.vao_id, sg, cell_program, sprites, invert_colors=invert_colors)
def render_cursor(self, sg, cursor_program, is_focused):
cursor = self.current_cursor
@@ -515,5 +409,6 @@ class CharGrid:
glUniform4f(ul('color'), col[0] / 255.0, col[1] / 255.0, col[2] / 255.0, alpha)
glUniform2f(ul('xpos'), left, right)
glUniform2f(ul('ypos'), top, bottom)
glDrawArrays(GL_TRIANGLE_FAN if is_focused else GL_LINE_LOOP, 0, 4)
with cursor_program.bound_vertex_array(cursor_program.vao_id):
glDrawArrays(GL_TRIANGLE_FAN if is_focused else GL_LINE_LOOP, 0, 4)
glDisable(GL_BLEND)

View File

@@ -8,26 +8,158 @@
#include "data-types.h"
#include <Cocoa/Cocoa.h>
#include <AvailabilityMacros.h>
// Needed for _NSGetProgname
#include <crt_externs.h>
#if (MAC_OS_X_VERSION_MAX_ALLOWED < 101200)
#define NSWindowStyleMaskTitled NSTitledWindowMask
#define NSWindowStyleMaskResizable NSResizableWindowMask
#endif
@interface MenuDispatcher : NSObject
@end
@implementation MenuDispatcher
@end
static NSObject* menu_dispatcher = NULL;
static NSMenuItem* title_menu = NULL;
static NSString*
find_app_name(void) {
size_t i;
NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
// Keys to search for as potential application names
NSString* name_keys[] =
{
@"CFBundleDisplayName",
@"CFBundleName",
@"CFBundleExecutable",
};
for (i = 0; i < sizeof(name_keys) / sizeof(name_keys[0]); i++)
{
id name = [infoDictionary objectForKey:name_keys[i]];
if (name &&
[name isKindOfClass:[NSString class]] &&
![name isEqualToString:@""])
{
return name;
}
}
char** progname = _NSGetProgname();
if (progname && *progname)
return [NSString stringWithUTF8String:*progname];
// Really shouldn't get here
return @"kitty";
}
PyObject*
cocoa_hide_titlebar(PyObject UNUSED *self, PyObject *window_id) {
cocoa_create_global_menu(PyObject UNUSED *_self) {
if (menu_dispatcher != NULL) { Py_RETURN_NONE; }
NSString* app_name = find_app_name();
menu_dispatcher = [[MenuDispatcher alloc] init];
NSMenu* bar = [[NSMenu alloc] init];
[NSApp setMainMenu:bar];
NSMenuItem* appMenuItem =
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
NSMenu* appMenu = [[NSMenu alloc] init];
[appMenuItem setSubmenu:appMenu];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", app_name]
action:@selector(orderFrontStandardAboutPanel:)
keyEquivalent:@""];
[appMenu addItem:[NSMenuItem separatorItem]];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", app_name]
action:@selector(hide:)
keyEquivalent:@"h"];
[[appMenu addItemWithTitle:@"Hide Others"
action:@selector(hideOtherApplications:)
keyEquivalent:@"h"]
setKeyEquivalentModifierMask:NSAlternateKeyMask | NSCommandKeyMask];
[appMenu addItemWithTitle:@"Show All"
action:@selector(unhideAllApplications:)
keyEquivalent:@""];
[appMenu addItem:[NSMenuItem separatorItem]];
NSMenu* servicesMenu = [[NSMenu alloc] init];
[NSApp setServicesMenu:servicesMenu];
[[appMenu addItemWithTitle:@"Services"
action:NULL
keyEquivalent:@""] setSubmenu:servicesMenu];
[servicesMenu release];
[appMenu addItem:[NSMenuItem separatorItem]];
[appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", app_name]
action:@selector(terminate:)
keyEquivalent:@"q"];
[appMenu release];
NSMenuItem* windowMenuItem =
[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
NSMenu* windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
[NSApp setWindowsMenu:windowMenu];
[windowMenuItem setSubmenu:windowMenu];
[windowMenu addItemWithTitle:@"Minimize"
action:@selector(performMiniaturize:)
keyEquivalent:@"m"];
[windowMenu addItemWithTitle:@"Zoom"
action:@selector(performZoom:)
keyEquivalent:@""];
[windowMenu addItem:[NSMenuItem separatorItem]];
[windowMenu addItemWithTitle:@"Bring All to Front"
action:@selector(arrangeInFront:)
keyEquivalent:@""];
[windowMenu addItem:[NSMenuItem separatorItem]];
[[windowMenu addItemWithTitle:@"Enter Full Screen"
action:@selector(toggleFullScreen:)
keyEquivalent:@"f"]
setKeyEquivalentModifierMask:NSControlKeyMask | NSCommandKeyMask];
[windowMenu release];
[bar release];
Py_RETURN_NONE;
}
PyObject*
cocoa_update_title(PyObject UNUSED *self, PyObject *pytitle) {
NSString *title = [[NSString alloc] initWithUTF8String:PyUnicode_AsUTF8(pytitle)];
NSMenu *bar = [NSApp mainMenu];
if (title_menu != NULL) {
[bar removeItem:title_menu];
}
title_menu = [bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
NSMenu *m = [[NSMenu alloc] initWithTitle:[NSString stringWithFormat:@" :: %@", title]];
[title_menu setSubmenu:m];
[m release];
[title release];
Py_RETURN_NONE;
}
PyObject*
cocoa_make_window_resizable(PyObject UNUSED *self, PyObject *window_id) {
NSWindow *window = (NSWindow*)PyLong_AsVoidPtr(window_id);
@try {
[window setStyleMask:
[window styleMask] & ~NSWindowStyleMaskTitled];
[window styleMask] | NSWindowStyleMaskResizable];
} @catch (NSException *e) {
return PyErr_Format(PyExc_ValueError, "Failed to set style mask: %s: %s", [[e name] UTF8String], [[e reason] UTF8String]);
}
Py_RETURN_NONE;
}
PyObject*
cocoa_get_lang(PyObject UNUSED *self) {
NSString* locale = nil;

View File

@@ -15,7 +15,7 @@ from .fast_data_types import (
GLFW_KEY_LEFT_SUPER, GLFW_KEY_RIGHT_SUPER)
appname = 'kitty'
version = (0, 2, 8)
version = (0, 3, 0)
str_version = '.'.join(map(str, version))
_plat = sys.platform.lower()
isosx = 'darwin' in _plat

View File

@@ -0,0 +1,6 @@
uniform vec4 color;
out vec4 final_color;
void main() {
final_color = color;
}

16
kitty/cursor_vertex.glsl Normal file
View File

@@ -0,0 +1,16 @@
uniform vec2 xpos;
uniform vec2 ypos;
const uvec2 pos_map[] = uvec2[4](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(0, 0) // left, top
);
void main() {
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
}

View File

@@ -35,8 +35,7 @@ typedef unsigned int index_type;
#define CELL_FIELD_COUNT 5
#define CELL_SIZE (CELL_FIELD_COUNT * 4)
// The data cell size must be a multiple of 3
#define DATA_CELL_SIZE 2 * 3
#define DATA_CELL_SIZE 6
#define CHAR_MASK 0xFFFFFF
#define ATTRS_SHIFT 24

View File

@@ -84,6 +84,16 @@ Uniform2ui(PyObject UNUSED *self, PyObject *args) {
Py_RETURN_NONE;
}
static PyObject*
Uniform2i(PyObject UNUSED *self, PyObject *args) {
int location;
int x, y;
if (!PyArg_ParseTuple(args, "iii", &location, &x, &y)) return NULL;
glUniform2i(location, x, y);
CHECK_ERROR;
Py_RETURN_NONE;
}
static PyObject*
Uniform1i(PyObject UNUSED *self, PyObject *args) {
int location;
@@ -147,7 +157,6 @@ _glewInit(PyObject UNUSED *self) {
return NULL; \
}
ARB_TEST(texture_storage);
ARB_TEST(texture_buffer_object_rgb32);
#undef ARB_TEST
#endif
Py_RETURN_NONE;
@@ -528,29 +537,37 @@ GetTexImage(PyObject UNUSED *self, PyObject *args) {
}
static PyObject*
NamedBufferData(PyObject UNUSED *self, PyObject *args) {
int usage;
unsigned long size, target;
GetBufferSubData(PyObject UNUSED *self, PyObject *args) {
int buftype;
unsigned long size, target, offset;
PyObject *address;
if (!PyArg_ParseTuple(args, "kkO!i", &target, &size, &PyLong_Type, &address, &usage)) return NULL;
if (!PyArg_ParseTuple(args, "ikkkO!", &buftype, &target, &size, &offset, &PyLong_Type, &address)) return NULL;
void *data = PyLong_AsVoidPtr(address);
if (data == NULL) { PyErr_SetString(PyExc_TypeError, "Not a valid data pointer"); return NULL; }
glBindBuffer(buftype, target);
Py_BEGIN_ALLOW_THREADS;
#ifdef glNamedBufferData
#ifdef __APPLE__
if(false) {
#else
if(GLEW_VERSION_4_5) {
#endif
glNamedBufferData(target, size, data, usage);
} else {
glBindBuffer(GL_TEXTURE_BUFFER, target); glBufferData(GL_TEXTURE_BUFFER, size, data, usage); glBindBuffer(GL_TEXTURE_BUFFER, 0);
}
#else
glBindBuffer(GL_TEXTURE_BUFFER, target); glBufferData(GL_TEXTURE_BUFFER, size, data, usage); glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
glGetBufferSubData(buftype, offset, size, data);
Py_END_ALLOW_THREADS;
CHECK_ERROR;
glBindBuffer(buftype, 0);
Py_RETURN_NONE;
}
static PyObject*
replace_or_create_buffer(PyObject UNUSED *self, PyObject *args) {
int usage, buftype;
unsigned long size, prev_sz, target;
PyObject *address;
if (!PyArg_ParseTuple(args, "kkkO!ii", &target, &size, &prev_sz, &PyLong_Type, &address, &usage, &buftype)) return NULL;
void *data = PyLong_AsVoidPtr(address);
if (data == NULL) { PyErr_SetString(PyExc_TypeError, "Not a valid data pointer"); return NULL; }
glBindBuffer(buftype, target);
Py_BEGIN_ALLOW_THREADS;
if (prev_sz == 0 || prev_sz != size) glBufferData(buftype, size, data, usage);
else glBufferSubData(buftype, 0, size, data);
Py_END_ALLOW_THREADS;
CHECK_ERROR;
glBindBuffer(buftype, 0);
Py_RETURN_NONE;
}
@@ -606,6 +623,14 @@ DeleteBuffer(PyObject UNUSED *self, PyObject *val) {
Py_RETURN_NONE;
}
static PyObject*
DeleteVertexArray(PyObject UNUSED *self, PyObject *val) {
GLuint tex_id = (GLuint)PyLong_AsUnsignedLong(val);
glDeleteVertexArrays(1, &tex_id);
CHECK_ERROR;
Py_RETURN_NONE;
}
static PyObject*
BlendFunc(PyObject UNUSED *self, PyObject *args) {
int s, d;
@@ -641,17 +666,70 @@ EnableVertexAttribArray(PyObject UNUSED *self, PyObject *val) {
static PyObject*
VertexAttribPointer(PyObject UNUSED *self, PyObject *args) {
unsigned int index, stride;
int type=GL_FLOAT, normalized, size;
void *offset;
PyObject *l;
if (!PyArg_ParseTuple(args, "IiipIO!", &index, &size, &type, &normalized, &stride, &PyLong_Type, &l)) return NULL;
offset = PyLong_AsVoidPtr(l);
glVertexAttribPointer(index, size, type, normalized, stride, offset);
unsigned int index;
int type, normalized, size, stride;
unsigned long offset;
if (!PyArg_ParseTuple(args, "Iiipik", &index, &size, &type, &normalized, &stride, &offset)) return NULL;
switch(type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE:
case GL_SHORT:
case GL_UNSIGNED_SHORT:
case GL_INT:
case GL_UNSIGNED_INT:
glVertexAttribIPointer(index, size, type, stride, (GLvoid*)offset);
break;
default:
glVertexAttribPointer(index, size, type, normalized ? GL_TRUE : GL_FALSE, stride, (GLvoid*)offset);
break;
}
CHECK_ERROR;
Py_RETURN_NONE;
}
static PyObject*
VertexAttribDivisor(PyObject UNUSED *self, PyObject *args) {
unsigned int index, divisor;
if (!PyArg_ParseTuple(args, "II", &index, &divisor)) return NULL;
glVertexAttribDivisor(index, divisor);
CHECK_ERROR;
Py_RETURN_NONE;
}
static PyObject*
Flush(PyObject UNUSED *self) {
glFinish();
Py_RETURN_NONE;
}
static PyObject*
Finish(PyObject UNUSED *self) {
glFinish();
Py_RETURN_NONE;
}
static PyObject*
check_for_extensions(PyObject UNUSED *self) {
GLint n = 0, i, left = 2;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
bool texture_storage = false;
#define CHECK(name) if (!name) { \
if (strstr((const char*)ext, "GL_ARB_" #name) == (const char *)ext) { left--; name = true; } \
}
for (i = 0; i < n; i++) {
const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
CHECK(texture_storage);
if (left < 1) break;
}
#undef CHECK
if (left > 0) {
#define CHECK(name) if (!name) { PyErr_Format(PyExc_RuntimeError, "The OpenGL driver on this system is missing the required extension: GL_ARB_%s", #name); return NULL; }
CHECK(texture_storage);
#undef CHECK
}
Py_RETURN_NONE;
}
int add_module_gl_constants(PyObject *module) {
#define GLC(x) if (PyModule_AddIntConstant(module, #x, x) != 0) { PyErr_NoMemory(); return 0; }
GLC(GL_VERSION);
@@ -667,17 +745,17 @@ int add_module_gl_constants(PyObject *module) {
GLC(GL_COMPILE_STATUS);
GLC(GL_LINK_STATUS);
GLC(GL_TEXTURE0); GLC(GL_TEXTURE1); GLC(GL_TEXTURE2); GLC(GL_TEXTURE3); GLC(GL_TEXTURE4); GLC(GL_TEXTURE5); GLC(GL_TEXTURE6); GLC(GL_TEXTURE7); GLC(GL_TEXTURE8);
GLC(GL_MAX_ARRAY_TEXTURE_LAYERS);
GLC(GL_MAX_ARRAY_TEXTURE_LAYERS); GLC(GL_TEXTURE_BINDING_BUFFER); GLC(GL_MAX_TEXTURE_BUFFER_SIZE);
GLC(GL_MAX_TEXTURE_SIZE);
GLC(GL_TEXTURE_2D_ARRAY);
GLC(GL_LINEAR); GLC(GL_CLAMP_TO_EDGE); GLC(GL_NEAREST);
GLC(GL_TEXTURE_MIN_FILTER); GLC(GL_TEXTURE_MAG_FILTER);
GLC(GL_TEXTURE_WRAP_S); GLC(GL_TEXTURE_WRAP_T);
GLC(GL_UNPACK_ALIGNMENT);
GLC(GL_R8); GLC(GL_RED); GLC(GL_UNSIGNED_BYTE); GLC(GL_RGB32UI); GLC(GL_RGBA);
GLC(GL_R8); GLC(GL_RED); GLC(GL_UNSIGNED_BYTE); GLC(GL_R32UI); GLC(GL_RGB32UI); GLC(GL_RGBA);
GLC(GL_TEXTURE_BUFFER); GLC(GL_STATIC_DRAW); GLC(GL_STREAM_DRAW);
GLC(GL_SRC_ALPHA); GLC(GL_ONE_MINUS_SRC_ALPHA);
GLC(GL_BLEND); GLC(GL_FLOAT); GLC(GL_ARRAY_BUFFER);
GLC(GL_BLEND); GLC(GL_FLOAT); GLC(GL_UNSIGNED_INT); GLC(GL_ARRAY_BUFFER);
return 1;
}
@@ -685,13 +763,16 @@ int add_module_gl_constants(PyObject *module) {
#define GL_METHODS \
{"enable_automatic_opengl_error_checking", (PyCFunction)enable_automatic_error_checking, METH_O, NULL}, \
{"copy_image_sub_data", (PyCFunction)copy_image_sub_data, METH_VARARGS, NULL}, \
{"replace_or_create_buffer", (PyCFunction)replace_or_create_buffer, METH_VARARGS, NULL}, \
{"glewInit", (PyCFunction)_glewInit, METH_NOARGS, NULL}, \
{"check_for_extensions", (PyCFunction)check_for_extensions, METH_NOARGS, NULL}, \
METH(Viewport, METH_VARARGS) \
METH(CheckError, METH_NOARGS) \
METH(ClearColor, METH_VARARGS) \
METH(GetProgramiv, METH_VARARGS) \
METH(GetShaderiv, METH_VARARGS) \
METH(Uniform2ui, METH_VARARGS) \
METH(Uniform2i, METH_VARARGS) \
METH(Uniform1i, METH_VARARGS) \
METH(Uniform2f, METH_VARARGS) \
METH(Uniform4f, METH_VARARGS) \
@@ -702,6 +783,7 @@ int add_module_gl_constants(PyObject *module) {
METH(CompileShader, METH_O) \
METH(DeleteTexture, METH_O) \
METH(DeleteBuffer, METH_O) \
METH(DeleteVertexArray, METH_O) \
METH(GetString, METH_O) \
METH(GetIntegerv, METH_O) \
METH(Clear, METH_O) \
@@ -718,6 +800,7 @@ int add_module_gl_constants(PyObject *module) {
METH(Disable, METH_O) \
METH(EnableVertexAttribArray, METH_O) \
METH(VertexAttribPointer, METH_VARARGS) \
METH(VertexAttribDivisor, METH_VARARGS) \
METH(GetProgramInfoLog, METH_O) \
METH(GetShaderInfoLog, METH_O) \
METH(ActiveTexture, METH_O) \
@@ -735,6 +818,8 @@ int add_module_gl_constants(PyObject *module) {
METH(CopyImageSubData, METH_VARARGS) \
METH(TexSubImage3D, METH_VARARGS) \
METH(GetTexImage, METH_VARARGS) \
METH(NamedBufferData, METH_VARARGS) \
METH(GetBufferSubData, METH_VARARGS) \
METH(BlendFunc, METH_VARARGS) \
METH(Finish, METH_NOARGS) \
METH(Flush, METH_NOARGS) \

View File

@@ -20,13 +20,17 @@ PyObject* glfw_get_key_name(PyObject UNUSED *self, PyObject *args);
PyObject* glfw_init_hint_string(PyObject UNUSED *self, PyObject *args);
#ifdef __APPLE__
PyObject* cocoa_hide_titlebar(PyObject UNUSED *self, PyObject *window_id);
PyObject* cocoa_get_lang(PyObject UNUSED *self);
#define COCOA_HIDE_TITLEBAR {"cocoa_hide_titlebar", (PyCFunction)cocoa_hide_titlebar, METH_O, ""},
#define COCOA_GET_LANG {"cocoa_get_lang", (PyCFunction)cocoa_get_lang, METH_NOARGS, ""},
PyObject* cocoa_make_window_resizable(PyObject UNUSED *self, PyObject *window_id);
PyObject* cocoa_create_global_menu(PyObject UNUSED *self);
PyObject* cocoa_update_title(PyObject UNUSED *self, PyObject *title);
#define COCOA_FUNCS \
{"cocoa_get_lang", (PyCFunction)cocoa_get_lang, METH_NOARGS, ""}, \
{"cocoa_make_window_resizable", (PyCFunction)cocoa_make_window_resizable, METH_O, ""}, \
{"cocoa_create_global_menu", (PyCFunction)cocoa_create_global_menu, METH_NOARGS, ""}, \
{"cocoa_update_title", (PyCFunction)cocoa_update_title, METH_O, ""},
#else
#define COCOA_HIDE_TITLEBAR
#define COCOA_GET_LANG
#define COCOA_FUNCS
#endif
#define GLFW_FUNC_WRAPPERS \
@@ -40,6 +44,4 @@ PyObject* cocoa_get_lang(PyObject UNUSED *self);
{"glfw_get_physical_dpi", (PyCFunction)glfw_get_physical_dpi, METH_NOARGS, ""}, \
{"glfw_get_key_name", (PyCFunction)glfw_get_key_name, METH_VARARGS, ""}, \
{"glfw_init_hint_string", (PyCFunction)glfw_init_hint_string, METH_VARARGS, ""}, \
COCOA_HIDE_TITLEBAR \
COCOA_GET_LANG
COCOA_FUNCS

View File

@@ -8,7 +8,6 @@ import os
import sys
import tempfile
from gettext import gettext as _
from queue import Empty
from .boss import Boss
@@ -20,20 +19,21 @@ from .constants import (
)
from .fast_data_types import (
GL_COLOR_BUFFER_BIT, GLFW_CONTEXT_VERSION_MAJOR,
GLFW_CONTEXT_VERSION_MINOR, GLFW_OPENGL_CORE_PROFILE,
GLFW_CONTEXT_VERSION_MINOR, GLFW_DECORATED, GLFW_OPENGL_CORE_PROFILE,
GLFW_OPENGL_FORWARD_COMPAT, GLFW_OPENGL_PROFILE, GLFW_SAMPLES,
GLFW_STENCIL_BITS, Window, change_wcwidth,
GLFW_STENCIL_BITS, Window, change_wcwidth, check_for_extensions,
enable_automatic_opengl_error_checking, glClear, glClearColor, glewInit,
glfw_init, glfw_set_error_callback, glfw_swap_interval, glfw_terminate,
glfw_wait_events, glfw_window_hint, glfw_init_hint_string
glfw_init, glfw_init_hint_string, glfw_set_error_callback,
glfw_swap_interval, glfw_terminate, glfw_wait_events, glfw_window_hint
)
from .layout import all_layouts
from .shaders import GL_VERSION
from .utils import detach, safe_print
try:
from .fast_data_types import GLFW_X11_WM_CLASS_NAME, GLFW_X11_WM_CLASS_CLASS
except ImportError:
GLFW_X11_WM_CLASS_NAME = GLFW_X11_WM_CLASS_CLASS = None
from .layout import all_layouts
from .shaders import GL_VERSION
from .utils import safe_print, detach
defconf = os.path.join(config_dir, 'kitty.conf')
@@ -148,7 +148,9 @@ def option_parser():
return parser
def setup_opengl():
def setup_opengl(opts):
if opts.macos_hide_titlebar:
glfw_window_hint(GLFW_DECORATED, False)
glfw_window_hint(GLFW_CONTEXT_VERSION_MAJOR, GL_VERSION[0])
glfw_window_hint(GLFW_CONTEXT_VERSION_MINOR, GL_VERSION[1])
glfw_window_hint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
@@ -186,7 +188,7 @@ def dispatch_pending_calls(boss):
def run_app(opts, args):
setup_opengl()
setup_opengl(opts)
load_cached_values()
if 'window-size' in cached_values and opts.remember_window_size:
ws = cached_values['window-size']
@@ -209,9 +211,11 @@ def run_app(opts, args):
window.set_title(appname)
window.make_context_current()
if isosx:
from .fast_data_types import cocoa_make_window_resizable, cocoa_create_global_menu
check_for_extensions()
cocoa_create_global_menu()
if opts.macos_hide_titlebar:
from .fast_data_types import cocoa_hide_titlebar
cocoa_hide_titlebar(window.cocoa_window_id())
cocoa_make_window_resizable(window.cocoa_window_id())
else:
with open(logo_data_file, 'rb') as f:
window.set_icon(f.read(), 256, 256)

View File

@@ -2,39 +2,106 @@
# vim:fileencoding=utf-8
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
import os
import sys
from collections import namedtuple
from contextlib import contextmanager
from ctypes import addressof, sizeof
from functools import lru_cache
from threading import Lock
from .fonts.render import render_cell
from .fast_data_types import (
glCreateProgram, glAttachShader, GL_FRAGMENT_SHADER, GL_VERTEX_SHADER,
glLinkProgram, GL_TRUE, GL_LINK_STATUS, glGetProgramiv,
glGetProgramInfoLog, glDeleteShader, glDeleteProgram, glGenVertexArrays,
glCreateShader, glShaderSource, glCompileShader, glGetShaderiv,
GL_COMPILE_STATUS, glGetShaderInfoLog, glGetUniformLocation,
glGetAttribLocation, glUseProgram, glBindVertexArray, GL_TEXTURE0,
GL_TEXTURE1, glGetIntegerv, GL_MAX_ARRAY_TEXTURE_LAYERS, glNamedBufferData,
GL_MAX_TEXTURE_SIZE, glDeleteTexture, GL_TEXTURE_2D_ARRAY, glGenTextures,
glBindTexture, glTexParameteri, GL_CLAMP_TO_EDGE, glDeleteBuffer,
GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S,
GL_NEAREST, GL_TEXTURE_WRAP_T, glGenBuffers, GL_R8, GL_RED,
GL_UNPACK_ALIGNMENT, GL_UNSIGNED_BYTE, GL_STATIC_DRAW, GL_STREAM_DRAW,
GL_TEXTURE_BUFFER, GL_RGB32UI, GL_FLOAT, GL_ARRAY_BUFFER, glBindBuffer,
glPixelStorei, glTexBuffer, glActiveTexture, glTexStorage3D,
glCopyImageSubData, glTexSubImage3D, ITALIC, BOLD, SpriteMap,
glEnableVertexAttribArray, glVertexAttribPointer, copy_image_sub_data
BOLD, GL_ARRAY_BUFFER, GL_CLAMP_TO_EDGE, GL_COMPILE_STATUS, GL_FLOAT,
GL_FRAGMENT_SHADER, GL_LINK_STATUS, GL_MAX_ARRAY_TEXTURE_LAYERS,
GL_MAX_TEXTURE_SIZE, GL_NEAREST, GL_R8, GL_RED, GL_STREAM_DRAW,
GL_TEXTURE0, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TRUE,
GL_UNPACK_ALIGNMENT, GL_UNSIGNED_BYTE, GL_VERTEX_SHADER, ITALIC, SpriteMap,
copy_image_sub_data, glActiveTexture, glAttachShader, glBindBuffer,
glBindTexture, glBindVertexArray, glCompileShader, glCopyImageSubData,
glCreateProgram, glCreateShader, glDeleteBuffer, glDeleteProgram,
glDeleteShader, glDeleteTexture, glDeleteVertexArray,
glEnableVertexAttribArray, glGenBuffers, glGenTextures, glGenVertexArrays,
glGetAttribLocation, glGetBufferSubData, glGetIntegerv,
glGetProgramInfoLog, glGetProgramiv, glGetShaderInfoLog, glGetShaderiv,
glGetUniformLocation, glLinkProgram, glPixelStorei, glShaderSource,
glTexParameteri, glTexStorage3D, glTexSubImage3D, glUseProgram,
glVertexAttribDivisor, glVertexAttribPointer, replace_or_create_buffer
)
from .fonts.render import render_cell
from .utils import safe_print
GL_VERSION = (3, 3)
VERSION = GL_VERSION[0] * 100 + GL_VERSION[1] * 10
ITALIC_MASK = 1 << ITALIC
BOLD_MASK = 1 << BOLD
BASE = os.path.dirname(os.path.abspath(__file__))
VertexArray = namedtuple('VertexArray', 'name size dtype normalized stride offset divisor')
class Sprites:
@lru_cache()
def load_shaders(name):
vert = open(os.path.join(BASE, '{}_vertex.glsl'.format(name))).read()
frag = open(os.path.join(BASE, '{}_fragment.glsl'.format(name))).read()
return vert, frag
class BufferManager: # {{{
def __init__(self):
self.sizes = {}
self.types = {}
self.ctypes_types = {}
self.name_count = 0
def create(self, for_use=GL_ARRAY_BUFFER):
buf_id = glGenBuffers(1)
self.types[buf_id] = for_use
self.sizes.pop(buf_id, None)
self.ctypes_types.pop(buf_id, None)
return buf_id
def delete(self, buf_id):
if buf_id in self.types:
glDeleteBuffer(buf_id)
self.sizes.pop(buf_id, None)
self.types.pop(buf_id)
self.ctypes_types.pop(buf_id, None)
def set_data(self, buf_id, data, usage=GL_STREAM_DRAW, verify=False):
prev_sz = self.sizes.get(buf_id, 0)
new_sz = sizeof(data)
replace_or_create_buffer(buf_id, new_sz, prev_sz, addressof(data), usage, self.types[buf_id])
self.sizes[buf_id] = new_sz
self.ctypes_types[buf_id] = type(data)
if verify:
verify_data = self.get_data(buf_id)
if list(data) != list(verify_data):
raise RuntimeError('OpenGL failed to upload to buffer')
def get_data(self, buf_id):
verify_data = self.ctypes_types[buf_id]()
glGetBufferSubData(self.types[buf_id], buf_id, self.sizes[buf_id], 0, addressof(verify_data))
return verify_data
def bind(self, buf_id):
glBindBuffer(self.types[buf_id], buf_id)
def unbind(self, buf_id):
glBindBuffer(self.types[buf_id], 0)
@contextmanager
def bound_buffer(self, buf_id):
self.bind(buf_id)
yield
self.unbind(buf_id)
buffer_manager = BufferManager()
# }}}
class Sprites: # {{{
''' Maintain sprite sheets of all rendered characters on the GPU as a texture
array with each texture being a sprite sheet. '''
@@ -43,15 +110,14 @@ class Sprites:
def __init__(self):
self.xnum = self.ynum = 1
self.sampler_num = 0
self.buffer_sampler_num = 1
self.first_cell_cache = {}
self.second_cell_cache = {}
self.x = self.y = self.z = 0
self.texture_id = self.buffer_texture_id = None
self.texture_id = None
self.last_num_of_layers = 1
self.last_ynum = -1
self.texture_unit = GL_TEXTURE0
self.sampler_num = 0
self.texture_unit = GL_TEXTURE0 + self.sampler_num
self.backend = SpriteMap(glGetIntegerv(GL_MAX_TEXTURE_SIZE), glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS))
self.lock = Lock()
@@ -103,7 +169,6 @@ class Sprites:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
x, y = x * self.cell_width, y * self.cell_height
glTexSubImage3D(tgt, 0, x, y, z, self.cell_width, self.cell_height, 1, GL_RED, GL_UNSIGNED_BYTE, addressof(buf))
glBindTexture(tgt, 0)
def realloc_texture(self):
tgt = GL_TEXTURE_2D_ARRAY
@@ -138,51 +203,28 @@ class Sprites:
self.last_num_of_layers = znum
self.last_ynum = self.backend.ynum
self.texture_id = tex
glBindTexture(tgt, 0)
def destroy(self):
if self.texture_id is not None:
glDeleteTexture(self.texture_id)
self.texture_id = None
if self.buffer_texture_id is not None:
glDeleteTexture(self.buffer_texture_id)
def ensure_state(self):
if self.texture_id is None:
self.realloc_texture()
self.buffer_texture_id = glGenTextures(1)
self.buffer_texture_unit = GL_TEXTURE1
def add_sprite_map(self):
return glGenBuffers(1)
def set_sprite_map(self, buf_id, data, usage=GL_STREAM_DRAW):
self.bind_sprite_map(buf_id)
glNamedBufferData(buf_id, sizeof(data), addressof(data), usage)
def bind_sprite_map(self, buf_id):
glBindBuffer(GL_TEXTURE_BUFFER, buf_id)
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32UI, buf_id)
def destroy_sprite_map(self, buf_id):
glDeleteBuffer(buf_id)
def __enter__(self):
self.ensure_state()
glActiveTexture(self.texture_unit)
glBindTexture(GL_TEXTURE_2D_ARRAY, self.texture_id)
glActiveTexture(self.buffer_texture_unit)
glBindTexture(GL_TEXTURE_BUFFER, self.buffer_texture_id)
def __exit__(self, *a):
glBindTexture(GL_TEXTURE_2D_ARRAY, 0)
glBindTexture(GL_TEXTURE_BUFFER, 0)
glBindBuffer(GL_TEXTURE_BUFFER, 0)
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32UI, 0)
# }}}
class ShaderProgram:
class ShaderProgram: # {{{
""" Helper class for using GLSL shader programs """
def __init__(self, vertex, fragment):
@@ -206,23 +248,43 @@ class ShaderProgram:
raise ValueError('Error linking shader program: \n%s' % info.decode('utf-8'))
glDeleteShader(vs_id)
glDeleteShader(frag_id)
self.vao_id = glGenVertexArrays(1)
self.buffers = {}
self.vertex_arrays = {}
def add_vertex_array(self, name, size=3, dtype=GL_FLOAT, normalized=False, stride=0, offset=0):
glBindVertexArray(self.vao_id)
if name not in self.buffers:
self.buffers[name] = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.buffers[name])
aid = self.attribute_location(name)
glEnableVertexAttribArray(aid)
glVertexAttribPointer(aid, size, dtype, normalized, stride, offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
def vertex_array(self, name, size=3, dtype=GL_FLOAT, normalized=False, stride=0, offset=0, divisor=0):
return VertexArray(name, size, dtype, normalized, stride, offset, divisor)
def add_vertex_arrays(self, *arrays):
vao_id = glGenVertexArrays(1)
self.vertex_arrays[vao_id] = buf_id = buffer_manager.create(for_use=GL_ARRAY_BUFFER)
with self.bound_vertex_array(vao_id), buffer_manager.bound_buffer(buf_id):
for x in arrays:
aid = self.attribute_location(x.name)
if aid > -1:
glEnableVertexAttribArray(aid)
glVertexAttribPointer(aid, x.size, x.dtype, x.normalized, x.stride, x.offset)
if x.divisor > 0:
glVertexAttribDivisor(aid, x.divisor)
return vao_id
@contextmanager
def bound_vertex_array(self, vao_id):
glBindVertexArray(vao_id)
yield
glBindVertexArray(0)
def send_vertex_data(self, name, data, usage=GL_STATIC_DRAW):
bufid = self.buffers[name]
glNamedBufferData(bufid, sizeof(data), addressof(data), usage)
def remove_vertex_array(self, vao_id):
buf_id = self.vertex_arrays.pop(vao_id, None)
if buf_id is not None:
glDeleteVertexArray(vao_id)
buffer_manager.delete(buf_id)
def send_vertex_data(self, vao_id, data, usage=GL_STREAM_DRAW):
bufid = self.vertex_arrays[vao_id]
buffer_manager.set_data(bufid, data, usage=usage)
def get_vertex_data(self, vao_id):
bufid = self.vertex_arrays[vao_id]
return buffer_manager.get_data(bufid)
def __hash__(self) -> int:
return self.program_id
@@ -260,8 +322,7 @@ class ShaderProgram:
def __enter__(self):
glUseProgram(self.program_id)
glBindVertexArray(self.vao_id)
def __exit__(self, *args):
glUseProgram(0)
glBindVertexArray(0)
# }}}

View File

@@ -3,18 +3,23 @@
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
from collections import deque
from ctypes import addressof
from functools import partial
from threading import Lock
from ctypes import addressof
from .borders import Borders
from .char_grid import calculate_gl_geometry, render_cells
from .child import Child
from .config import build_ansi_color_table
from .constants import get_boss, appname, shell_path, cell_size, queue_action, viewport_size, WindowGeometry, GLuint
from .fast_data_types import glfw_post_empty_event, Screen, DECAWM, DATA_CELL_SIZE, ColorProfile
from .char_grid import calculate_gl_geometry, render_cells
from .layout import all_layouts, Rect
from .constants import (
GLuint, WindowGeometry, appname, cell_size, get_boss, queue_action,
shell_path, viewport_size
)
from .fast_data_types import (
DATA_CELL_SIZE, DECAWM, ColorProfile, Screen, glfw_post_empty_event
)
from .layout import Rect, all_layouts
from .utils import color_as_int
from .borders import Borders
from .window import Window
@@ -202,7 +207,7 @@ class TabManager:
def __init__(self, opts, args, startup_session):
self.opts, self.args = opts, args
self.buffer_id = None
self.vao_id = None
self.tabbar_lock = Lock()
self.tabs = [Tab(opts, args, self.title_changed, t) for t in startup_session.tabs]
self.cell_ranges = []
@@ -306,7 +311,7 @@ class TabManager:
if needs_resize:
queue_action(get_boss().tabbar_visibility_changed)
def update_tab_bar_data(self, sprites):
def update_tab_bar_data(self, sprites, cell_program):
s = self.tab_bar_screen
s.cursor.x = 0
s.erase_in_line(2, False)
@@ -336,9 +341,9 @@ class TabManager:
s.update_cell_data(
sprites.backend, self.color_profile, addressof(self.sprite_map), self.default_fg, self.default_bg, True)
sprites.render_dirty_cells()
if self.buffer_id is None:
self.buffer_id = sprites.add_sprite_map()
sprites.set_sprite_map(self.buffer_id, self.sprite_map)
if self.vao_id is None:
self.vao_id = cell_program.create_sprite_map()
cell_program.send_vertex_data(self.vao_id, self.sprite_map)
def activate_tab_at(self, x):
x = (x - self.window_geometry.left) // cell_size.width
@@ -358,5 +363,5 @@ class TabManager:
return
with self.tabbar_lock:
if self.tabbar_dirty:
self.update_tab_bar_data(sprites)
render_cells(self.buffer_id, self.screen_geometry, cell_program, sprites)
self.update_tab_bar_data(sprites, cell_program)
render_cells(self.vao_id, self.screen_geometry, cell_program, sprites)

View File

@@ -319,7 +319,7 @@ def package(args, for_bundle=False): # {{{
def src_ignore(parent, entries):
return [
x for x in entries
if '.' in x and x.rpartition('.')[2] not in ('py', 'so', 'conf')
if '.' in x and x.rpartition('.')[2] not in ('py', 'so', 'conf', 'glsl')
]
shutil.copytree('kitty', os.path.join(libdir, 'kitty'), ignore=src_ignore)