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path: root/src/gui/crt.zig
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* Post chain: Shadertoy passes compiled by glslc; Crt, Ripple and Glitch ↵Gabriel Schneider27 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | rewritten as Shadertoy files Stage 9 of docs/render-pipeline.md. src/gui/Post.zig runs the chain over the finished frame: each pass reads the one before, ping-pong textures between, the last writes the window; an empty chain is the direct path. The prefix (shaders/post/prefix.glsl) is ghostty's uniform block, name for name and offset for offset (tested against a copy of its Uniforms, the selection colours by their GLSL names), at SDL GPU's bindings, y down. A user's file (Shader <path>) is compiled by glslc with compileGlsl's own flags on a thread of its own, taken in at the next loop step; errors name the file's own lines; a failed compile keeps the last good pipeline; glslc missing is said once. The bundled passes compile with the build, through the same prefix. Crt, Ripple and Glitch are Shadertoy files, rewritten: no barrel (input is identity, tested), everything in linear light and dithered, keyed to iTime. scene_effects, crt.zig and crt.frag.glsl are gone; the core keeps no clock for the chain. ShaderAnimation off|on|always drives redraw level A: the chain alone over the retained frame (34 us CPU a redraw, measured). Shared files touched: pardes.zig (nextWake loses the scene line, disableSceneEffects empties the chain, two tests), builtins.zig (one switch arm), ninep/ctl.zig (two switch arms), macos.zig (flags from the chain), gui.zig. Not touched: Messages.zig, mouse.zig, detached/*, host_io, tty.
* big slow change: prebuilt shaders (SPIR-V/Metal), core gui reflow, docs, web ↵Gabriel Schneider2026-08-18
| | | | + snapshot refresh
* structure: backends into src/{tty,gui,lsp}, pane kinds and builtins into ↵Gabriel Schneider2026-08-01
their own files The core now lies FLAT at src/ and every subdirectory is one backend, so a file being in no directory at all is what says it is core. Pane-kind bodies leave pardes.zig for term_pane.zig / file_pane.zig / output_pane.zig, leaving it the layout, the event/effect machine and the generic render loop. Builtins are one struct each in builtins.zig, and the enum is folded out of the file's own declaration list at comptime — a zig file IS a struct, so the list of builtins and the builtins themselves are the same text. Adding one is writing a struct. Key paths deliberately stay one table for the config pass. Pure refactor: no golden moved.