Store in a separate VAO instead more performant as it uses less VRAM and
allows shader lookup co-ords to be passed to fragment shaders without
calculation in the fragment shader.
Will allow sprites to point to where their decorations should be read
from, for instance. Needed for scaled text and also if we want to
implement decoration avoidance.
Frees up two bytes in GPUCell. Doesn't require a minimum texture row
size. Makes a bunch of code faster. Index uses 31 bits which gives us
2,147,483,647 aka ~ 2 billion sprites.
Prevents users from having to install their own NERD font. System fonts
are still used preferentially on Linux but on macOS the builtin one is
used preferentially. Cant find any CoreText API to change this.
Still has to be implemented on macOS. And need to add code to the build
system to bundle the font when building.
Follow PEP 0394 and use /usr/bin/env python so that the python in the
users venv is respected. Not that the kitty python files are meant to be
executed standalone anyway, but, whatever.
Fixes#6810
Dashed underline looks pretty good regardless of conditions, but the
dotted underline only looks good/correct on certain font-sizes. This is
due to the underline being rendered on a per cell/glyph basis (so one
can not place a dot directly between two letters, say. Could be remedied
by pulling the rendering of the underlines into the shader, but that is
more work.
In `Colored and styled underlines` it's proposed that the SGR codes
\e[4:4m and \e[4:5m are used to add a dotted or dashed underline to the
rendering context respectively. This commit prepares the necessary
changes to add the two additional underline style, while still rendering
them as a normal underline and curly underline.
Now the time for importing the kitty.config module has been halved, from
16ms from 32ms on my machine. Also, the new architecture will eventually
allow for auto generating a bunch of python-to-C boilerplate code.