zed/crates/gpui/src/bounds_tree.rs

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Fix flickering (#9012) See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree). ![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e) Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 09:45:57 +00:00
use crate::{Bounds, Half};
use std::{
cmp,
fmt::Debug,
ops::{Add, Sub},
};
#[derive(Debug)]
pub(crate) struct BoundsTree<U>
where
U: Default + Clone + Debug,
{
root: Option<usize>,
nodes: Vec<Node<U>>,
stack: Vec<usize>,
}
impl<U> BoundsTree<U>
where
U: Clone + Debug + PartialOrd + Add<U, Output = U> + Sub<Output = U> + Half + Default,
{
pub fn clear(&mut self) {
self.root = None;
self.nodes.clear();
self.stack.clear();
}
pub fn insert(&mut self, new_bounds: Bounds<U>) -> u32 {
// If the tree is empty, make the root the new leaf.
if self.root.is_none() {
let new_node = self.push_leaf(new_bounds, 1);
self.root = Some(new_node);
return 1;
}
// Search for the best place to add the new leaf based on heuristics.
let mut max_intersecting_ordering = 0;
let mut index = self.root.unwrap();
while let Node::Internal {
left,
right,
bounds: node_bounds,
..
} = &mut self.nodes[index]
{
let left = *left;
let right = *right;
*node_bounds = node_bounds.union(&new_bounds);
self.stack.push(index);
// Descend to the best-fit child, based on which one would increase
// the surface area the least. This attempts to keep the tree balanced
// in terms of surface area. If there is an intersection with the other child,
// add its keys to the intersections vector.
let left_cost = new_bounds
.union(&self.nodes[left].bounds())
.half_perimeter();
let right_cost = new_bounds
.union(&self.nodes[right].bounds())
.half_perimeter();
if left_cost < right_cost {
max_intersecting_ordering =
self.find_max_ordering(right, &new_bounds, max_intersecting_ordering);
index = left;
} else {
max_intersecting_ordering =
self.find_max_ordering(left, &new_bounds, max_intersecting_ordering);
index = right;
}
}
// We've found a leaf ('index' now refers to a leaf node).
// We'll insert a new parent node above the leaf and attach our new leaf to it.
let sibling = index;
// Check for collision with the located leaf node
let Node::Leaf {
bounds: sibling_bounds,
order: sibling_ordering,
..
} = &self.nodes[index]
else {
unreachable!();
};
if sibling_bounds.intersects(&new_bounds) {
max_intersecting_ordering = cmp::max(max_intersecting_ordering, *sibling_ordering);
}
let ordering = max_intersecting_ordering + 1;
let new_node = self.push_leaf(new_bounds, ordering);
let new_parent = self.push_internal(sibling, new_node);
// If there was an old parent, we need to update its children indices.
if let Some(old_parent) = self.stack.last().copied() {
let Node::Internal { left, right, .. } = &mut self.nodes[old_parent] else {
unreachable!();
};
if *left == sibling {
*left = new_parent;
} else {
*right = new_parent;
}
} else {
// If the old parent was the root, the new parent is the new root.
self.root = Some(new_parent);
}
for node_index in self.stack.drain(..) {
let Node::Internal {
max_order: max_ordering,
..
} = &mut self.nodes[node_index]
else {
unreachable!()
};
*max_ordering = cmp::max(*max_ordering, ordering);
}
ordering
}
fn find_max_ordering(&self, index: usize, bounds: &Bounds<U>, mut max_ordering: u32) -> u32 {
match &self.nodes[index] {
Node::Leaf {
bounds: node_bounds,
order: ordering,
..
} => {
if bounds.intersects(node_bounds) {
max_ordering = cmp::max(*ordering, max_ordering);
}
}
Node::Internal {
left,
right,
bounds: node_bounds,
max_order: node_max_ordering,
..
} => {
if bounds.intersects(node_bounds) && max_ordering < *node_max_ordering {
let left_max_ordering = self.nodes[*left].max_ordering();
let right_max_ordering = self.nodes[*right].max_ordering();
if left_max_ordering > right_max_ordering {
max_ordering = self.find_max_ordering(*left, bounds, max_ordering);
max_ordering = self.find_max_ordering(*right, bounds, max_ordering);
} else {
max_ordering = self.find_max_ordering(*right, bounds, max_ordering);
max_ordering = self.find_max_ordering(*left, bounds, max_ordering);
}
}
}
}
max_ordering
}
fn push_leaf(&mut self, bounds: Bounds<U>, order: u32) -> usize {
self.nodes.push(Node::Leaf { bounds, order });
self.nodes.len() - 1
}
fn push_internal(&mut self, left: usize, right: usize) -> usize {
let left_node = &self.nodes[left];
let right_node = &self.nodes[right];
let new_bounds = left_node.bounds().union(right_node.bounds());
let max_ordering = cmp::max(left_node.max_ordering(), right_node.max_ordering());
self.nodes.push(Node::Internal {
bounds: new_bounds,
left,
right,
max_order: max_ordering,
});
self.nodes.len() - 1
}
}
impl<U> Default for BoundsTree<U>
where
U: Default + Clone + Debug,
{
fn default() -> Self {
BoundsTree {
root: None,
nodes: Vec::new(),
stack: Vec::new(),
}
}
}
#[derive(Debug, Clone)]
enum Node<U>
where
U: Clone + Default + Debug,
{
Leaf {
bounds: Bounds<U>,
order: u32,
},
Internal {
left: usize,
right: usize,
bounds: Bounds<U>,
max_order: u32,
},
}
impl<U> Node<U>
where
U: Clone + Default + Debug,
{
fn bounds(&self) -> &Bounds<U> {
match self {
Node::Leaf { bounds, .. } => bounds,
Node::Internal { bounds, .. } => bounds,
}
}
fn max_ordering(&self) -> u32 {
match self {
Node::Leaf {
order: ordering, ..
} => *ordering,
Node::Internal {
max_order: max_ordering,
..
} => *max_ordering,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::{Bounds, Point, Size};
#[test]
fn test_insert() {
let mut tree = BoundsTree::<f32>::default();
let bounds1 = Bounds {
origin: Point { x: 0.0, y: 0.0 },
size: Size {
width: 10.0,
height: 10.0,
},
};
let bounds2 = Bounds {
origin: Point { x: 5.0, y: 5.0 },
size: Size {
width: 10.0,
height: 10.0,
},
};
let bounds3 = Bounds {
origin: Point { x: 10.0, y: 10.0 },
size: Size {
width: 10.0,
height: 10.0,
},
};
// Insert the bounds into the tree and verify the order is correct
assert_eq!(tree.insert(bounds1), 1);
assert_eq!(tree.insert(bounds2), 2);
assert_eq!(tree.insert(bounds3), 3);
// Insert non-overlapping bounds and verify they can reuse orders
let bounds4 = Bounds {
origin: Point { x: 20.0, y: 20.0 },
size: Size {
width: 10.0,
height: 10.0,
},
};
let bounds5 = Bounds {
origin: Point { x: 40.0, y: 40.0 },
size: Size {
width: 10.0,
height: 10.0,
},
};
let bounds6 = Bounds {
origin: Point { x: 25.0, y: 25.0 },
size: Size {
width: 10.0,
height: 10.0,
},
};
assert_eq!(tree.insert(bounds4), 1); // bounds4 does not overlap with bounds1, bounds2, or bounds3
assert_eq!(tree.insert(bounds5), 1); // bounds5 does not overlap with any other bounds
assert_eq!(tree.insert(bounds6), 2); // bounds6 overlaps with bounds4, so it should have a different order
}
}