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| cross | ||
| doc | ||
| etc | ||
| exec | ||
| java | ||
| leim | ||
| lib | ||
| lib-src | ||
| lisp | ||
| lwlib | ||
| m4 | ||
| modules | ||
| msdos | ||
| nextstep | ||
| nt | ||
| oldXMenu | ||
| src | ||
| test | ||
| .clang-format | ||
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| .dir-locals.el | ||
| .gitattributes | ||
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| .gitlab-ci.yml | ||
| .mailmap | ||
| autogen.sh | ||
| BUGS | ||
| ChangeLog.1 | ||
| ChangeLog.2 | ||
| ChangeLog.3 | ||
| ChangeLog.4 | ||
| ChangeLog.5 | ||
| ChangeLog.android | ||
| config.bat | ||
| configure.ac | ||
| CONTRIBUTE | ||
| COPYING | ||
| GNUmakefile | ||
| INSTALL | ||
| INSTALL.REPO | ||
| make-dist | ||
| Makefile.in | ||
| README | ||
| README.md | ||
emacs-gpu
GNU Emacs with a GPU-accelerated display backend.
On macOS it renders with native Apple Metal: text goes through a GPU glyph atlas, images and inline video are textures, and the whole frame is composited by the GPU instead of CoreGraphics. The output is pixel-accurate against the stock Cocoa backend.
OpenGL support for GNU/Linux and Windows is planned but not implemented
yet. The drawing logic is already platform-neutral (src/gfxterm.c)
behind a small driver interface (src/gfxdrv.h); an OpenGL driver only
needs to implement that interface (src/glterm.c is the documented
skeleton). Contributions welcome.
Why a GPU backend?
Beyond raw rendering, it enables things the stock backend cannot do:
- Inline video playback: AVFoundation decodes straight into Metal textures (zero copies) and the frames are composited inside the buffer, following scrolling and clipped to the window. No xwidgets, no embedded browser.
- GPU cursor effects (opt-in): expanding rings, comet trails and friends are drawn as a compositor overlay, without ever touching the buffer content underneath.
- A path to cheap visual effects: buffer transitions, smooth scrolling or any future eye candy is one more shader pass over the composited frame, not a rewrite of the display engine.
Text is rasterized once into a GPU glyph atlas and drawn as textured quads; scrolling moves already-rendered pixels with a texture blit.
Status: experimental, under active development.
Note: I am not answering issues for now. Feel free to open them as a public record (they will be read eventually), but do not expect a reply at this stage.
Demos
Inline video playing inside a buffer, decoded by AVFoundation straight
into Metal textures (mtl-video-insert):
An animated GIF playing next to font-locked code scrolling, all composited by the GPU:
GPU cursor effects (mtl-animations), here the sonicboom mode:
Building on macOS
Requires Xcode (or the Command Line Tools) and the usual Emacs build
dependencies (brew install autoconf automake gnutls texinfo pkg-config).
./autogen.sh
SDK=$(xcrun --sdk macosx --show-sdk-path)
CC="xcrun clang" OBJC="xcrun clang" \
CFLAGS="-isysroot $SDK" CPPFLAGS="-isysroot $SDK" OBJCFLAGS="-isysroot $SDK" \
./configure --with-ns --with-mtl
make -j$(sysctl -n hw.ncpu)
The binary is src/emacs (or install the app bundle from nextstep/).
Enabling the GPU backend
Emacs starts with the regular Cocoa backend; switch a frame to Metal with:
(add-to-list 'load-path "/path/to/emacs-gpu/lisp")
(require 'mtl)
(mtl-enable)
Extras once enabled:
(mtl-video-insert "video.mp4" 480 270 t) ; inline video, follows scrolling
(mtl-animations t) ; GPU cursor effects (experimental)
(mtl-draw-stats) ; renderer counters
How it works
redisplay engine (xdisp.c, untouched)
↓
src/gfxterm.c platform-neutral drawing policy
↓
src/gfxdrv.h driver interface (~25 ops)
↓
src/mtlterm.m Metal driver: glyph atlas (CoreText → R8 texture),
render cycle on a persistent texture, AVFoundation
video through CVMetalTextureCache
License
GNU General Public License v3 or later, same as GNU Emacs.


