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path: root/alacritty/src/renderer/text/gles2.rs
Commit message (Collapse)AuthorAge
* Merge remote-tracking branch 'vendor/master' into graphicsAyose2025-07-23
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| * Migrate to 2024 editionChristian Duerr2025-07-13
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| * Remove cstr! macro in favor of literal notationKirill Chibisov2025-07-01
| | | | | | | | | | Also apply clippy changes while at it. Closes #8002.
* | Merge remote-tracking branch 'vendor/master' into graphicsAyose2024-12-26
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| * Remove unnecessary staticsIntegral2024-12-09
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| * Fix racing condition in hint triggeringChristian Duerr2024-11-02
| | | | | | | | | | | | | | | | | | | | | | This fixes an issue with hints where it was possible that the terminal content of highlighted hints changed between the highlighted hint update and the activation of the hint. This patch always validates the hint's text content against the hint itself to ensure that the content is still valid for the original hint which triggered the highlight. Closes #8277.
* | Merge remote-tracking branch 'vendor/master' into graphicsAyose2023-03-01
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| * Make gles2 renderer actually gles2Kirill Chibisov2023-02-07
| | | | | | Fixes #6209.
* | Merge remote-tracking branch 'vendor/master' into graphicsAyose2022-12-02
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| * Add 'debug.renderer' config optionKirill Chibisov2022-11-28
| | | | | | | | | | This should help trouble shooting the renderer being created and different renderer options to determine when something like dual-source rendering isn't working.
| * Fix cursor and underlines always being blackKirill Chibisov2022-10-21
| | | | | | | | | | | | | | Some old hardware doesn't like universal shader approach for all the rectangle kinds leading to ALU instruction limits. This commit fixes it by splitting the shader per rectangle kind. Fixes #6417.
* | Merge with alacritty/masterAyose2022-07-12
|/ | | | | | | | | | | | | | | | | | The merge requires multiple changes in order to be compatible with the last version of Alacritty: - Textures are now always deleted on Drop. This is required because Alacritty now supports multiple windows in the same process, so we can't assume that all resources are freed when a single window is closed. This is the same approach used for the atlas textures. - The graphics feature is only compatible with OpenGL 3.3. Alacritty now supports GLES 2.2, but in order to provide a proper support for it we need a different approach, specific for that version. - Cell dimensions in pixels are re-added to the alacritty_terminal crate.
* Fix flickering during resize on WaylandKirill Chibisov2022-06-09
| | | | | This also fixes an issue of windows not being rendered while resizing. Fixes #6069.
* Support dual source blending in GLES2 rendererVasily Khoruzhick2022-06-08
| | | | | | | | | GLES2 has GL_EXT_blend_func_extended extension that enables dual-source blending, so essentially we can reuse fragment shader from GLSL3 renderer and do 1 rendering pass instead of 3 for the text. Co-authored-by: Kirill Chibisov <contact@kchibisov.com> Co-authored-by: Christian Duerr <contact@christianduerr.com>
* Extract `SizeInfo` from alacritty_terminalKirill Chibisov2022-04-06
| | | | | The `SizeInfo` is a SizeInfo used for rendering, which contains information about padding, and such, however all the terminal need is number of visible lines and columns.
* Add fallback GLES2 rendererKirill Chibisov2022-03-02
Currently Alacritty only works on hardware which supports OpenGL 3.3 or more, which can become problematic with older devices. This patch adds a new GLES2 renderer, since it is much more widely supported, especially on weaker hardware like phones or a Raspberry Pi. While the GLES2 renderer is slower than the OpenGL 3.3+ version, it is still significantly faster than software rendering. However because of this performance difference it is only used when necessary and there should be no difference for machines supporting OpenGL 3.3+. The two renderers are largely independent and separated in the `renderer/text/glsl3` and `renderer/text/gles2` modules. Separate shaders are also required for text rendering. The rectangle rendering for underlines and the visual bell works identically for both versions, but does have some version-specific shader code. Fixes #128. Co-authored-by: Christian Duerr <contact@christianduerr.com>