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<title>ghostty.git/pkg/opengl, branch main</title>
<subtitle>Unnamed repository; edit this file 'description' to name the repository.
</subtitle>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/'/>
<entry>
<title>renderer: create explicit sampler state for custom shaders</title>
<updated>2025-09-18T16:25:37+00:00</updated>
<author>
<name>Mitchell Hashimoto</name>
<email>m@mitchellh.com</email>
</author>
<published>2025-09-18T15:57:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=a45368161507343c5ce540c2e2bb9ba41bc46e91'/>
<id>a45368161507343c5ce540c2e2bb9ba41bc46e91</id>
<content type='text'>
The GLSL to MSL conversion process uses a passed-in sampler state for
the `iChannel0` parameter and we weren't providing it. This magically
worked on Apple Silicon for unknown reasons but failed on Intel GPUs.

In normal, hand-written MSL, we'd explicitly create the sampler state as
a normal variable (we do this in `shaders.metal` already!), but the
Shadertoy conversion stuff doesn't do this, probably because the exact
sampler parameters can't be safely known.

This fixes a Metal validation error when using custom shaders:

```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed 
assertion `Draw Errors Validation Fragment Function(main0): missing Sampler 
binding at index 0 for iChannel0Smplr[0].
```
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The GLSL to MSL conversion process uses a passed-in sampler state for
the `iChannel0` parameter and we weren't providing it. This magically
worked on Apple Silicon for unknown reasons but failed on Intel GPUs.

In normal, hand-written MSL, we'd explicitly create the sampler state as
a normal variable (we do this in `shaders.metal` already!), but the
Shadertoy conversion stuff doesn't do this, probably because the exact
sampler parameters can't be safely known.

This fixes a Metal validation error when using custom shaders:

```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed 
assertion `Draw Errors Validation Fragment Function(main0): missing Sampler 
binding at index 0 for iChannel0Smplr[0].
```
</pre>
</div>
</content>
</entry>
<entry>
<title>renderer/opengl: explicit texture options</title>
<updated>2025-07-06T04:10:39+00:00</updated>
<author>
<name>Qwerasd</name>
<email>qwerasd205@users.noreply.github.com</email>
</author>
<published>2025-07-06T02:58:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=87f35bd1c12dd8b50221163f9fc10d17d09eb32a'/>
<id>87f35bd1c12dd8b50221163f9fc10d17d09eb32a</id>
<content type='text'>
This sets up for a couple improvments (see TODO comments) and also sets
the glyph atlas textures to nearest neighbor sampling since we can do
that now that we never scale glyphs.
</content>
<content type='xhtml'>
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<pre>
This sets up for a couple improvments (see TODO comments) and also sets
the glyph atlas textures to nearest neighbor sampling since we can do
that now that we never scale glyphs.
</pre>
</div>
</content>
</entry>
<entry>
<title>renderer/OpenGL: use compressed texture formats for images</title>
<updated>2025-06-25T20:27:23+00:00</updated>
<author>
<name>Qwerasd</name>
<email>qwerasd205@users.noreply.github.com</email>
</author>
<published>2025-06-25T16:53:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=5cb175ff63a93c5ed1fcc80dd0976d4ee6614db0'/>
<id>5cb175ff63a93c5ed1fcc80dd0976d4ee6614db0</id>
<content type='text'>
BPTC is required to be available OpenGL &gt;= 4.2 and our minimum is 4.3 so
this is safe in terms of support. I tested briefly in a VM and didn't
encounter any problems so this should just be a complete win.

(Note: texture data is already automatically compressed on Metal)
</content>
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<pre>
BPTC is required to be available OpenGL &gt;= 4.2 and our minimum is 4.3 so
this is safe in terms of support. I tested briefly in a VM and didn't
encounter any problems so this should just be a complete win.

(Note: texture data is already automatically compressed on Metal)
</pre>
</div>
</content>
</entry>
<entry>
<title>style(renderer): explicit error sets</title>
<updated>2025-06-20T21:18:41+00:00</updated>
<author>
<name>Qwerasd</name>
<email>qwerasd205@users.noreply.github.com</email>
</author>
<published>2025-06-20T21:16:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=ea7a91e2ba77da472de2d95a8aec1f1fb8b24ed1'/>
<id>ea7a91e2ba77da472de2d95a8aec1f1fb8b24ed1</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>renderer: big rework, graphics API abstraction layers, unified logic</title>
<updated>2025-06-20T21:18:41+00:00</updated>
<author>
<name>Qwerasd</name>
<email>qwerasd205@users.noreply.github.com</email>
</author>
<published>2025-06-16T23:44:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=371d62a82ce26a6dd7c61d0175759f2d53771065'/>
<id>371d62a82ce26a6dd7c61d0175759f2d53771065</id>
<content type='text'>
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.

The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.

I'll write a more complete summary of the changes in the description of
the PR.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.

The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.

I'll write a more complete summary of the changes in the description of
the PR.
</pre>
</div>
</content>
</entry>
<entry>
<title>fix(OpenGL): use sRGB texture format for gamma correct interpolation</title>
<updated>2025-05-15T18:44:44+00:00</updated>
<author>
<name>Qwerasd</name>
<email>qwerasd205@users.noreply.github.com</email>
</author>
<published>2025-05-15T18:22:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=ea79fdea119b40e4eca875611d4d224bddb963f1'/>
<id>ea79fdea119b40e4eca875611d4d224bddb963f1</id>
<content type='text'>
otherwise images will be too dark when scaled
</content>
<content type='xhtml'>
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<pre>
otherwise images will be too dark when scaled
</pre>
</div>
</content>
</entry>
<entry>
<title>core: fixup callconv(.C) -&gt; callconv(.c)</title>
<updated>2025-05-07T13:41:09+00:00</updated>
<author>
<name>Jeffrey C. Ollie</name>
<email>jeff@ocjtech.us</email>
</author>
<published>2025-05-07T13:41:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=e8c845b758d08572ce8f4d7e5312a6abe2f7ffb9'/>
<id>e8c845b758d08572ce8f4d7e5312a6abe2f7ffb9</id>
<content type='text'>
https://ziglang.org/download/0.14.0/release-notes.html#Calling-Convention-Enhancements-and-setAlignStack-Replaced
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
https://ziglang.org/download/0.14.0/release-notes.html#Calling-Convention-Enhancements-and-setAlignStack-Replaced
</pre>
</div>
</content>
</entry>
<entry>
<title>ci: zig fmt check</title>
<updated>2025-03-18T20:58:49+00:00</updated>
<author>
<name>Mitchell Hashimoto</name>
<email>m@mitchellh.com</email>
</author>
<published>2025-03-18T20:51:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=4d0bf303c652f2b0f11acf8f9375ffd33a38b4f6'/>
<id>4d0bf303c652f2b0f11acf8f9375ffd33a38b4f6</id>
<content type='text'>
This adds a CI test to ensure that all Zig files are properly formatted.
This avoids unrelated diff noise in future PRs.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This adds a CI test to ensure that all Zig files are properly formatted.
This avoids unrelated diff noise in future PRs.
</pre>
</div>
</content>
</entry>
<entry>
<title>fix mach-glfw on windows</title>
<updated>2025-03-12T23:29:17+00:00</updated>
<author>
<name>Mitchell Hashimoto</name>
<email>m@mitchellh.com</email>
</author>
<published>2025-03-12T23:28:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=b96a5d702bf78e1c9e75fe894de1ea0bf14240ef'/>
<id>b96a5d702bf78e1c9e75fe894de1ea0bf14240ef</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>more fixes</title>
<updated>2025-03-12T16:59:24+00:00</updated>
<author>
<name>Mitchell Hashimoto</name>
<email>m@mitchellh.com</email>
</author>
<published>2025-03-12T16:59:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.belthelziquor.com/ghostty.git/commit/?id=2408d4c6a9ea0303c063f73fb8a415eaf9043815'/>
<id>2408d4c6a9ea0303c063f73fb8a415eaf9043815</id>
<content type='text'>
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
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