There's a few different knobs to turn, but this
commit turns them and we're now able to respect
opacity settings for both OpenGL/CGL and Metal
renderers.
closes: #141
This is similar in spirit to the work in 4d71a7913a
but for Windows.
This commit adds ANGLE binaries built from
07ea804e62
to the repo. The build and packaging will copy those into the same
directory as wezterm.exe so that they can be resolved at runtime.
By default, `prefer_egl = true`, which will cause the window
crate to first try to load an EGL implementation. If that fails,
or if `prefer_egl = false`, then the window crate will perform
the usual WGL initialization.
The practical effect of this change is that Direct3D11 is used for the
underlying render, which avoids problematic OpenGL drivers and means
that the process can survive graphics drivers being updated.
It may also increase the chances that the GPU will really be used
in an RDP session rather than the pessimised use of the software
renderer.
The one downside that I've noticed is that the resize behavior feels a
little janky in comparison to WGL (frames can render with mismatched
surface/window sizes which makes the window contents feel like they're
zooming/rippling slightly as the window is live resized). I think this
is specific to the ANGLE D3D implementation as EGL on other platforms
feels more solid.
I'm a little on the fence about making this the default; I think
it makes sense to prefer something that won't quit unexpectedly
while a software update is in progress, so that's a strong plus
in favor of EGL as the default, but I'm not sure how much the
resize wobble is going to set people off.
If you prefer WGL and are fine with the risk of a drive update
killing wezterm, then you can set this in your config:
```lua
return {
prefer_egl = false,
}
```
refs: https://github.com/wez/wezterm/issues/265
closes: https://github.com/wez/wezterm/issues/156
6c5a996423 was almost great...
the problem is that CTRL-W for example was generating a raw
uppercase W instead of a lowercase W which meant that CTRL-W
for split navigation in vim would trigger the close pane
key assignment.
I noticed that the built-in CTRL-SHIFT-1 assignment had
stopped working because that key press was being recognized
as CTRL-SHIFT-! with the recent changes in handling keyboard
input.
This commit sets the raw key to the position-based fallback
that we'd use if ToUnicode didn't return the correct mapping.
This is sufficient for this sort of un-modified key assignment
because the key is based on the virtual key code and is ignorant
of how the keyboard layout might compose those keys with SHIFT;
that is exactly what we want in this situation.
This commit adjusts the window layer to have it try to load EGL
implementations on macOS. This is important as the system
provided OpenGL implementation is deprecated and I wanted to
have a path forward for when it is finally removed.
If EGL fails to initialize, we fall back to the CGL/OpenGL
implementation that we used previously.
I've included binaries built for 64-bit intel from the MetalANGLE
project; here's how I built them:
```
git clone https://chromium.googlesource.com/chromium/tools/depot_tools.git --depth 1
git clone https://github.com/kakashidinho/metalangle --depth 1
cd metalangle
PATH=$PWD/../depot_tools:$PATH python scripts/bootstrap.py
PATH=$PWD/../depot_tools:$PATH gclient sync
PATH=$PWD/../depot_tools:$PATH gn --args="is_debug=false angle_enable_metal=true angle_enable_vulkan=false angle_enable_gl=false angle_build_all=false" gen out/Release
PATH=$PWD/../depot_tools:$PATH autoninja -C out/Release
```
Those steps are a little too long to want to put them directly
into the wezterm CI.
It is important for metalangle to be >= 8230df39a5
in order for scaling to be handled correctly when dragging windows
between monitors.
refs: https://github.com/kakashidinho/metalangle/issues/34
This changes the ALT/dead key behavior a little bit more,
and in a way that is likely more useful to terminal users.
The default behavior is that system dead key processing is enabled.
For example, with DEU keyboard layout activated:
* `^` `<SPACE>` results in a single `^`
* `^` `e` result in those two characters combining into an e with a
diacritic.
If the config sets `use_dead_keys = false` then the behavior changes;
wezterm probes the active keymap to determine which keys are marked
as dead keys and computes their single character expansion. When
the dead key is pressed then that expansion is substituted instead.
So `^` is simply `^`.
In order to pull this off, the window layer needs to selectively
call `TranslateMessage` for the system dead key expansion case
instead of unconditionally in the global message loop.
As a result of *that*, it means that we don't perform the default ALT
key translation for every key press any more. I looked to see how old
friend putty handles this and found that it only allows default system
processing for ALT-space and ALT-F4. I was resistent to selectively
processing system shortcuts because the full set are effectively
unknowable to an application and I didn't want to try to replicate
a wide selection of varying keypresses. I'm fine to only allow
these two, so this commit does that, and reverts the portion of
the prior commit that prevented passing general ALT key combinations
through.
refs: #275
refs: #296
For some definition of improve, at least.
On Windows, ALT is basically reserved by the Window management
layer for functions such as ALT-space, ALT-F4 and so on.
Windows doesn't provide a method by which an application can
test whether a given key would be processed by the default
window procedure so we're in a bit of a bind in terms of
allowing ALT+a keypress to do something meaningful in the
terminal.
What I've settled on for now is:
On Windows only, if ALT is pressed, allow matching key assignments that
include ALT to be matched. If there are no key assignments, then DON'T
pass the key press to the active pane, and instead allow it to be passed
to DefWindowProc. This allows ALT-space to be handled correctly,
provided the user hasn't defined an ALT-space key assignment of their
own.
This may have some unforeseen consequences. For example, ALT-<number>
is a readline binding that repeats an argument a number of times.
This change "breaks" that, but the user can provide a key assignment
to `SendString` the equivalent sequence to restore that behavior.
I'm kindof hoping that no one notices, but I'm prepared to explicitly
add default key assignments for that.
The other aspect of this commit is that I now understand a bit better
what a dead key is and how they should be handled. I've tested the
behavior of wezterm with these changes and the behavior is consistent
with a regular CMD window when I have the DEU keymap active.
Specifically, using the on-screen keyboard, if I click `^` then click
`e` wezterm will emit `ê`. If I click `^` then `^` then wezterm emits
`^^`.
refs: #275
refs: #296
This appears to be an unexpected consequence of 6708ea4b36
but thankfully that change allows de-coupling shift processing
from the ctrl processing in this block of code.
refs: #275
It's not clear why the first choice isn't always the right choice
for some users.
This commit changes the logic to try all potential configs,
one after the other, until we find one that sticks.
I don't know if this will work in practice: I suspect that
trying to configure one of them may prevent later configs from
being used.
But maybe it will, and it may reveal more information about
what the real cause of the problem is.
refs: #272
This is imperfect in that it may feel slightly off for very large
or very small font sizes, but it feels more similar to the scroll
speed in eg: iTerm2 with these changes.
refs: #206
To reproduce the problem, maximize wezterm, then press CMD-N.
This commit tells the window not to use cocoa native tabs and
instead really create a new window when we ask it to create
a new window.
closes: #254
025732d00f introduced deferred
window creation; the creation would get scheduled into the
spawn queue and then get run again a few milliseconds later
on the main thread.
For reasons that I don't understand, returning to the scheduler
loop to flush or otherwise process messages causes a wayland
protocol error.
Adjusting the notify routine to dispatch immediately if we're
already on the mux thread seems to resolve this.
While looking at this, I cleaned up a destruction order issue
with the opengl state that was then causing a segfault on shutdown.
I also removed a bit of dead paint related code that doesn't
appear to be needed any more.
refs: #293
This was broken by the changes in
aad493ab2a. The issue was that the
channel send didn't wakeup the receiver. I'm not sure why, and I tried
a couple of different async channel implementation.
Doing the simplistic solution here works reliably.
This is a bit of a switch-up, see this comment for more background:
refs: https://github.com/wez/wezterm/issues/265#issuecomment-701882933
This commit:
* Adds a pre-compiled mesa3d opengl32.dll replacement
* The mesa dll is deployed to `<appdir>/mesa/opengl32.dll` which by
default is ignored.
* When the frontend is set to `Software` then the `mesa` directory
is added to the dll search path, causing the llvmpipe renderer
to be enabled.
* The old software renderer implementation is available using the
`OldSoftware` frontend name
I'm not a huge fan of the subdirectory for the opengl32.dll, but
I couldn't get it to work under a different dll name; the code
thought that everything was initialized, but the window just rendered
a white rectangle.
If we've failed to initialize EGL, try setting `LIBGL_ALWAYS_SOFTWARE=true`
in the environment and make another pass at initialization in the hope
that it brings up something usable.
This commit only impacts linux systems at the time of writing.
I've made the line that logs the GL implementation information
have `error` level again, because it is more convenient for me
even if it isn't technically an error.
refs: https://github.com/wez/wezterm/issues/272
(but isn't the true fix; this is just trying to make the consequences
of that problem less. I would like to get that fixed correctly)
refs: https://github.com/wez/wezterm/issues/265#issuecomment-701882933
(which discusses what I think the end state should be)
This could be reproduced via `wezterm connect localhost`.
This bug was surfaced after the last release added a Drop impl
to cleanup the display.
This commit tracks the display in the connection.
closes: https://github.com/wez/wezterm/issues/252
This isn't a fix by any stretch of the imagination, but it stops
a crash. Should be good enough until I get a chance to fix this
properly.
refs: https://github.com/wez/wezterm/issues/252
This tidies up the valgrind output some more, but seems to highlight
some leaks in the egl implementation around init/shutdown.
I still don't see a smoking gun for a memory leak that grows over time.
refs: https://github.com/wez/wezterm/issues/238
When running on a 30bpp display with 2 bit alpha, eglChooseConfig
will match and list the 10bpc configuration first, which don't match
the desired pixel format.
Filter the config list so that it only includes 8bpc configurations.
refs: https://github.com/wez/wezterm/issues/240
In refs: https://github.com/wez/wezterm/issues/240 there are a number
of configurations that report 0 for the alpha size and where we are
unable to otherwise find a working config.
This is a speculative commit to releax the alpha channel size to
basically anything available and see if that helps.
This commit refactors the wayland EGL init code to call into the
non-wayland init code which is more in the spirit of DRY.
It also highlights that we were requesting PBUFFER and PIXMAP capable
contexts in the non-wayland case. Since we appear to survive without
those in the wayland renderer, presumably we can survive without them
in all cases.
This may help with activating opengl for this issue:
refs: https://github.com/wez/wezterm/issues/240
While looking into what it might take to support 10bpc (30bpp) displays
(https://github.com/wez/wezterm/issues/240) I was experimenting with
Xephyr at a reduced 16bpp depth and noticed that the server still
offered a 32bpp TrueColor depth option.
This commit adjusts the window/bitmap code to allow it to select depths
24bpp or 32bpp, preferring the largest depth. we restrict ourselves to
24 and 32 bit selections for this, as those appear to be bit for bit
compatible for the r/g/b channels. I suspect that 10bpc will require
some scaling somewhere.
This change allows running wezterm against the reduced depth Xephyr, but
since Xephyr doesn't support GL it runs with the software renderer; I
don't know quite how opengl is going to play with this. I can confirm
that running wezterm on my native 24bpp display when it picks a 32bpp
visual does run with opengl enabled, so maybe this is good enough?
8f1f1a65ea added support for probing
for opengl extensions, and I thought that I had the fallback covered
but it turned out that we were only falling back if one of the major
extensions wasn't present.
This commit adds a fallback for the case where things look ok at
first glance, but where they fail at runtime for whatever reason.
refs: https://github.com/wez/wezterm/issues/235
With this commit, we now survive a reinstall or upgrade of the nvidia
drivers on my Windows sytem without crashing.
This commit allows notifying the application of the context loss
so the application can either try to reinit opengl or open a new
window as a replacement and init opengl there.
I've not had success at reinitializing opengl after a driver upgrade;
it seems to be persistently stuck in a state where it fails to allocate
a vertex buffer.
SO, the state we have now is that we try to reinit opengl on a new
window, and if that fails, leave it set to the software renderer.
This isn't a perfect UX, but it is better than terminating!
refs: https://github.com/wez/wezterm/issues/156
I don't have a great way to test this on those platforms,
so other than compiling and running and verifying that things
work normally, I'm not sure if this is sufficient!