Also, allow arbitrary types to be used as Actions via the impl_actions macro
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Keith Simmons <keith@zed.dev>
This should resolve some rendering artifacts potentially caused by
floating point errors when sampling the texture. It should also lead
to crisper images when icons are rendered midway through a pixel.
Previously, some of those properties such the font weight, style and color
would be mandatory: when the theme didn't specify them, Zed would use a default
value during deserialization. This meant that those default properties would
unconditionally override the base text style, causing a rendering bug when
combining syntax highlights with diagnostic styles.
This commit fixes that by making `HighlightStyle`s more additive: each property
can be set independently and only the properties that theme specifies get
overridden in the base text style.
This required changing our approach to OS prompts and this commit greatly
simplifies that. We now avoid passing a callback and return a simple future
instead. This lets callers spawn tasks to handle those futures.
Previously, we were using a normalized 8-bit unsigned integer which forced us
to represent each increment of the winding number as a fraction of the max
value (1 / 255) which we would then add up using additive alpha blending.
This had three major drawbacks:
- The max winding number could not be greater than 255.
- Adding up (1 / 255) several times could result in a loss of precision.
- Due to also computing anti-aliasing as a fractional winding number, we had to
reduce the max winding number to 32. This was still not good enough because
we would multiply a fractional value with `1 / 32`, thus introducing more and
more loss of precision.
This commit changes the texture type to an `f16` which doesn't require the
division by 255 and enables greater precision in the computation of the
anti-aliased parts of a curve. Note how this also removes the limitation of 255
windings at most per curve. The tradeoff is paying twice as much memory for
storing the texture, but that seems totally valid to achieve rendering accuracy.
Note that this kind of texture should be compatible with WebGL2 once we start
working on a web version of Zed.
When bundled, we will retrieve it out of the `Resources` folder.
Locally, we're expected to run `script/download-rust-analyzer` and
put `vendor/bin` in our $PATH.