aboutsummaryrefslogtreecommitdiffstats
path: root/HANDOVER.md
diff options
context:
space:
mode:
authoruser <user@clank>2026-08-14 22:06:57 +0200
committeruser <user@clank>2026-08-14 22:06:57 +0200
commit2ae507a8a331799875e07c327730a1a4ca0363f4 (patch)
tree685b167c2a87f5e9f877cca31d31f43fd4e71734 /HANDOVER.md
parentsl0ppty: expand ~ in a path that a config file wrote (diff)
downloadslosh-2ae507a8a331799875e07c327730a1a4ca0363f4.tar.gz
slosh-2ae507a8a331799875e07c327730a1a4ca0363f4.tar.xz
slosh-2ae507a8a331799875e07c327730a1a4ca0363f4.zip
sl0ppty: shaders can be loaded from shared libraries
Adding an effect meant editing shader.c and rebuilding, which is fine for us and useless to anyone else. Now any `*.so` in the shader directory that exports a plugin table is loaded at startup, and what it declares is named in the config exactly like a built-in -- same syntax, same three parameters, same pass. Default location is a `shaders` directory beside the config file, so dropping the .so next to config.kdl is the whole installation. The interesting part is what a plugin can see, which is one header. shader_abi.h holds cell_t, color_t, shade_ctx_t, shader_t and nothing else: no libghostty-vt, no pty, no layout, no session. A shader is therefore unable to reach anything but the cell it was handed, not by rule but because nothing else is declared where it can find it. cell_t and color_t moved there from sl0ppty.h for the same reason -- that is the one place they are a contract with code compiled outside this tree rather than an internal type. Loading is deliberately narrow: - refused unless the library reports our ABI version *and* matching struct sizes. The version says which contract; the sizes catch someone editing their copy of the header, which a version number alone calls fine and a running session calls garbled colours; - refused if it redefines an existing name, because a config naming `dim` means the `dim` it was written against; - all-or-nothing per file, and per file: a bad library is a line on stderr and everything else still loads (D9 fail-open); - nothing is ever unloaded. A shade_fn may be sitting in a live config or on a pane, so dlclose() is a jump into an unmapped page. A reload picks up newly *added* plugins; replacing one needs a new session. This is the single exception to D9's "a plugin is a subprocess", and it is argued in D15 rather than drifted into: a shader is called per cell, per pass, per frame, which no subprocess can be in the path of, and the measured alternative -- interpreting bytecode per cell -- is 56ns against 8ns for the compiled function. On trust, `shell` and a layout's `command=` already let a file in the config directory run anything as you, so a .so beside them is not a new boundary. The docs say so plainly rather than implying a sandbox. contrib/shader-plugin is a working skeleton: Makefile, two commented effects (one positional, one animated), and the three rules a shader has to keep. It is built and loaded by the test suite, so a broken example is a failing test rather than someone else's afternoon.
Diffstat (limited to 'HANDOVER.md')
-rw-r--r--HANDOVER.md30
1 files changed, 30 insertions, 0 deletions
diff --git a/HANDOVER.md b/HANDOVER.md
index 03d8a8d..422b04d 100644
--- a/HANDOVER.md
+++ b/HANDOVER.md
@@ -118,6 +118,31 @@ before changing anything near it.
blocking `waitpid` would hang the entire session on one program that closes
its terminal and keeps running. Losing the race costs the words "status 0".
+## Shaders: what is measured, and what is not worth doing
+
+Before optimising anything here, read the numbers rather than reasoning about
+them — `.scratch/shbench.c` and `.scratch/shprof.c` produce them in a second
+(they are gitignored; rebuild with the command in their headers).
+
+What they say, per cell per pass on this box:
+
+- the **arithmetic is free**. `vignette` — squared distances, clamp, divide —
+ is *cheaper* than `dim`, which computes nothing. So precomputing an amount
+ per cell, the obvious optimisation, buys approximately zero.
+- the cost is per-cell overhead and the colour mixing. Removing `screen_at()`
+ from the inner loop took the pass from 8.0ns to 6.1ns for ten lines, and
+ that is done.
+- the next real win is **per-row dispatch** (an indirect call per row rather
+ than per cell, which also lets each shader hoist its row-invariant work):
+ measured at 4.7ns in a prototype. Not done, because it is a rewrite of every
+ shader and nothing needs the 1.4ns yet.
+- an **interpreted** shader is 56ns against a compiled 8ns, which is the whole
+ argument for D15 loading native code instead of inventing a language.
+
+All of this is 0.24ms per frame on a 200x50 pane, under 3% of a 120Hz frame.
+It has never been the bottleneck; do not spend a day here without a profile
+saying otherwise.
+
## Things left on the table
- **A `reload` keybinding.** The config watcher made it less pressing.
@@ -133,6 +158,11 @@ before changing anything near it.
something you are looking at; less fine once you have six of them put away.
- **Nothing re-runs a whole tab**, which is the obvious next want once one
pane can be re-run.
+- **Shader plugins cannot be replaced without a new session** (D15): loading
+ is additive on purpose, because a `shade_fn` may be live in a config or on a
+ pane. Hot-swapping would need every shader reference to be indirected
+ through the registry, which is a real change and not obviously worth it.
+- **Per-row shader dispatch** — see the numbers above.
- **Corner crossings**: found for both nestings now, but if more turn up
missing, ask *how the layout was built* — the split order decides the tree
shape, and that is where any remaining blind spot will be.