mirror of
https://github.com/wez/wezterm.git
synced 2024-11-28 01:06:37 +03:00
b7e303f39c
This is similar in spirit to the work in4d71a7913a
but for Windows. This commit adds ANGLE binaries built from07ea804e62
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
4.6 MiB
4.6 MiB