Commit graph

10444 commits

Author SHA1 Message Date
Max Brunsfeld
3bd6b92244 Introduce a GPUI test platform, get most tests running
There are still two tests that don't pass:
* `gpui::app::tests::test_finish_pending_tasks` hangs
* `editor::buffer_view::tests::test_fold` has an assertion failure
2021-03-31 17:03:58 -07:00
Max Brunsfeld
2efc90adc6 Ensure that path windings are rendered to the right atlas texture
Fixes #5
2021-03-31 14:52:41 -07:00
Antonio Scandurra
a9c428ad05 Remove Overdraw
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 17:58:43 +02:00
Antonio Scandurra
d5a9bab4a0 Fix tabs layout
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 17:57:00 +02:00
Antonio Scandurra
c55d99022e Handle non-precise scroll events in BufferElement
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:25:21 +02:00
Antonio Scandurra
97e0db205d Don't blend alpha channels
We want to use the source alpha to determine the color of the final
pixel, but we want the final pixels to be fully opaque.

Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:24:28 +02:00
Antonio Scandurra
385d15cd0c Round clip bounds to whole pixels
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:23:37 +02:00
Antonio Scandurra
d853dbb048 Render borders correctly when only a subset of the border is visible 2021-03-31 14:53:34 +02:00
Antonio Scandurra
073ff96a9f Snap quads to pixel grid to avoid antialiasing them around the edges 2021-03-31 14:53:15 +02:00
Antonio Scandurra
bbf8762447 💄 2021-03-31 10:32:53 +02:00
Antonio Scandurra
f5e5d7180f Remove conditional from winding number computation 2021-03-31 10:30:16 +02:00
Nathan Sobo
5c444b2bfa Call did_modify_range on only once per render 2021-03-30 23:07:14 -06:00
Nathan Sobo
dbf9a5a466 Restore blink_cursors
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:12:45 -06:00
Nathan Sobo
6ba08b510f Avoid generic parameter
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:05:13 -06:00
Nathan Sobo
77b6a29f5f Optimize grouping of path sprites by layer/atlas
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:03:00 -06:00
Nathan Sobo
4cdce070c4 Reduce selection corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:57:21 -06:00
Nathan Sobo
3103d28285 Clear the path atlases on every frame and fix spelling
@as-cii you were right about the plural of "atlas" after all.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:56:11 -06:00
Nathan Sobo
8dabb15248 Decrease max windings to avoid problems with anti-aliasing
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:34:01 -06:00
Nathan Sobo
02ace16176 Handle selection corners that are smaller than the corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:21:24 -06:00
Nathan Sobo
c4f23e411a Fix double-borrow when synthesizing drag events 2021-03-30 14:25:47 -06:00
Nathan Sobo
5c4b08f05f Use correct texture size when drawing paths into atlas 2021-03-30 14:03:29 -06:00
Nathan Sobo
4773f5034b Bump max path windings to 128
This eliminates artifacts while still seeming to work with anti-aliasing.
2021-03-30 14:02:59 -06:00
Max Brunsfeld
011d4d8437 wip 2021-03-30 12:36:18 -07:00
Max Brunsfeld
f8cc3996b2 Paint selections using new path API
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-30 11:52:58 -07:00
Antonio Scandurra
da1960c3e8 Snap path sprites to pixel grid
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-30 19:37:49 +02:00
Antonio Scandurra
1903f63c45 WIP: Add anti-aliasing to paths and render them after spriting them 2021-03-30 16:37:12 +02:00
Antonio Scandurra
98845663a9 Render stencils to atlas 2021-03-30 11:28:35 +02:00
Nathan Sobo
b538f5cfb7 WIP
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-29 22:56:47 -06:00
Nathan Sobo
64af4c694a WIP: Render paths into stencil buffers
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-29 22:46:26 -06:00
Max Brunsfeld
0b12779e62 WIP: Render path winding numbers to stencil buffer
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-29 16:28:35 -07:00
Max Brunsfeld
a8495d09f8 Whitelist shader bindings using a regex, not individual types 2021-03-29 12:39:21 -07:00
Antonio Scandurra
6222150688 WIP: Start on rendering paths
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-29 19:51:39 +02:00
Antonio Scandurra
d3d251a9ce Introduce a Path struct
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-29 19:50:38 +02:00
Antonio Scandurra
11f469b8e2 Construct Metal command encoder inside of Renderer
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-29 19:48:14 +02:00
Antonio Scandurra
a88b63d83c Ensure FoldMap always contains at least one transform
Previously, when splicing an edit that deleted all transforms, we would
leave the `FoldMap` empty, thus violating a bunch of downstream
invariants and e.g. causing the `BufferRows` iterator to not return any
buffer row.

This commit ensures we always have at least one transform (an isomorphic
one, specifically) and adds additional test coverage for the
`FoldMap::buffer_rows` method by adding it to the randomized tests.
2021-03-29 10:18:28 +02:00
Antonio Scandurra
a949959a42
Merge pull request #1 from zed-industries/catalina-mps-compatibility
Avoid nested structs in the types used to pass data from vertex to fragment shader functions
2021-03-29 09:16:15 +02:00
Max Brunsfeld
8a119a51bf Avoid nested structs in vertex function return types
This is required to compile successfully on macos versions <= 10.15 (catalina)
2021-03-28 19:04:36 -07:00
Antonio Scandurra
a2790481a6 Pass the right bounds when painting gutter
x and y were flipped around, yikes.
2021-03-26 17:21:44 +01:00
Antonio Scandurra
2c24ec2e46 Update old usages of ctx.spawn to detach the associated task
This lets us open buffers and renders tabs and editors correctly, modulo
a small bug when rendering the gutter that I am going to fix next.
2021-03-26 14:15:01 +01:00
Antonio Scandurra
13c1f5f60e Pass workspace path to zed when debugging it in VS Code 2021-03-26 14:14:23 +01:00
Antonio Scandurra
466016a374 Snap sprites to pixel grid in Renderer
Previously, we were doing so in the `SpriteCache` but that would cause
floating point errors that caused glyphs to sometimes be positioned
midway through a pixel.
2021-03-26 11:07:16 +01:00
Antonio Scandurra
61d4da9934 Introduce layer clipping 2021-03-26 10:28:05 +01:00
Antonio Scandurra
63f9719c99 💄 2021-03-26 09:58:55 +01:00
Antonio Scandurra
5439213199 Fix Empty sometimes returning an infinite size in layout
This commit also ensures that elements never report an infinite size by
adding a debug assertion in the `Lifecycle` element.
2021-03-26 09:46:53 +01:00
Antonio Scandurra
1cb987d489 Remove stray use of pathfinder_geometry 2021-03-25 18:19:20 +01:00
Antonio Scandurra
e44ea6b379 Fix cursor blinking 2021-03-25 17:41:03 +01:00
Antonio Scandurra
596fc47a68 Start on painting the editor 2021-03-25 17:36:29 +01:00
Antonio Scandurra
466f6e0479 Center line around its bounding box 2021-03-25 17:21:26 +01:00
Antonio Scandurra
4dc1b1e179 Fix test_render_glyph (but still leave it commented out for now) 2021-03-25 15:10:21 +01:00
Antonio Scandurra
0f6927eb4b Re-export font_kit primitives from a new fonts module
...also, rename the old `fonts` to `font_cache`.
2021-03-25 10:58:33 +01:00