zed/crates/gpui/src/view.rs
Antonio Scandurra 4700d33728
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 10:45:57 +01:00

458 lines
14 KiB
Rust

use crate::{
seal::Sealed, AfterLayoutIndex, AnyElement, AnyModel, AnyWeakModel, AppContext, Bounds,
ContentMask, Element, ElementContext, ElementId, Entity, EntityId, Flatten, FocusHandle,
FocusableView, IntoElement, LayoutId, Model, PaintIndex, Pixels, Render, Style,
StyleRefinement, TextStyle, ViewContext, VisualContext, WeakModel,
};
use anyhow::{Context, Result};
use refineable::Refineable;
use std::{
any::{type_name, TypeId},
fmt,
hash::{Hash, Hasher},
ops::Range,
};
/// A view is a piece of state that can be presented on screen by implementing the [Render] trait.
/// Views implement [Element] and can composed with other views, and every window is created with a root view.
pub struct View<V> {
/// A view is just a [Model] whose type implements `Render`, and the model is accessible via this field.
pub model: Model<V>,
}
impl<V> Sealed for View<V> {}
struct AnyViewState {
after_layout_range: Range<AfterLayoutIndex>,
paint_range: Range<PaintIndex>,
cache_key: ViewCacheKey,
}
#[derive(Default)]
struct ViewCacheKey {
bounds: Bounds<Pixels>,
content_mask: ContentMask<Pixels>,
text_style: TextStyle,
}
impl<V: 'static> Entity<V> for View<V> {
type Weak = WeakView<V>;
fn entity_id(&self) -> EntityId {
self.model.entity_id
}
fn downgrade(&self) -> Self::Weak {
WeakView {
model: self.model.downgrade(),
}
}
fn upgrade_from(weak: &Self::Weak) -> Option<Self>
where
Self: Sized,
{
let model = weak.model.upgrade()?;
Some(View { model })
}
}
impl<V: 'static> View<V> {
/// Convert this strong view reference into a weak view reference.
pub fn downgrade(&self) -> WeakView<V> {
Entity::downgrade(self)
}
/// Updates the view's state with the given function, which is passed a mutable reference and a context.
pub fn update<C, R>(
&self,
cx: &mut C,
f: impl FnOnce(&mut V, &mut ViewContext<'_, V>) -> R,
) -> C::Result<R>
where
C: VisualContext,
{
cx.update_view(self, f)
}
/// Obtain a read-only reference to this view's state.
pub fn read<'a>(&self, cx: &'a AppContext) -> &'a V {
self.model.read(cx)
}
/// Gets a [FocusHandle] for this view when its state implements [FocusableView].
pub fn focus_handle(&self, cx: &AppContext) -> FocusHandle
where
V: FocusableView,
{
self.read(cx).focus_handle(cx)
}
}
impl<V: Render> Element for View<V> {
type BeforeLayout = AnyElement;
type AfterLayout = ();
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
cx.with_element_id(Some(ElementId::View(self.entity_id())), |cx| {
let mut element = self.update(cx, |view, cx| view.render(cx).into_any_element());
let layout_id = element.before_layout(cx);
(layout_id, element)
})
}
fn after_layout(
&mut self,
_: Bounds<Pixels>,
element: &mut Self::BeforeLayout,
cx: &mut ElementContext,
) {
cx.set_view_id(self.entity_id());
cx.with_element_id(Some(ElementId::View(self.entity_id())), |cx| {
element.after_layout(cx)
})
}
fn paint(
&mut self,
_: Bounds<Pixels>,
element: &mut Self::BeforeLayout,
_: &mut Self::AfterLayout,
cx: &mut ElementContext,
) {
cx.with_element_id(Some(ElementId::View(self.entity_id())), |cx| {
element.paint(cx)
})
}
}
impl<V> Clone for View<V> {
fn clone(&self) -> Self {
Self {
model: self.model.clone(),
}
}
}
impl<T> std::fmt::Debug for View<T> {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct(&format!("View<{}>", type_name::<T>()))
.field("entity_id", &self.model.entity_id)
.finish_non_exhaustive()
}
}
impl<V> Hash for View<V> {
fn hash<H: Hasher>(&self, state: &mut H) {
self.model.hash(state);
}
}
impl<V> PartialEq for View<V> {
fn eq(&self, other: &Self) -> bool {
self.model == other.model
}
}
impl<V> Eq for View<V> {}
/// A weak variant of [View] which does not prevent the view from being released.
pub struct WeakView<V> {
pub(crate) model: WeakModel<V>,
}
impl<V: 'static> WeakView<V> {
/// Gets the entity id associated with this handle.
pub fn entity_id(&self) -> EntityId {
self.model.entity_id
}
/// Obtain a strong handle for the view if it hasn't been released.
pub fn upgrade(&self) -> Option<View<V>> {
Entity::upgrade_from(self)
}
/// Updates this view's state if it hasn't been released.
/// Returns an error if this view has been released.
pub fn update<C, R>(
&self,
cx: &mut C,
f: impl FnOnce(&mut V, &mut ViewContext<'_, V>) -> R,
) -> Result<R>
where
C: VisualContext,
Result<C::Result<R>>: Flatten<R>,
{
let view = self.upgrade().context("error upgrading view")?;
Ok(view.update(cx, f)).flatten()
}
/// Assert that the view referenced by this handle has been released.
#[cfg(any(test, feature = "test-support"))]
pub fn assert_released(&self) {
self.model.assert_released()
}
}
impl<V> Clone for WeakView<V> {
fn clone(&self) -> Self {
Self {
model: self.model.clone(),
}
}
}
impl<V> Hash for WeakView<V> {
fn hash<H: Hasher>(&self, state: &mut H) {
self.model.hash(state);
}
}
impl<V> PartialEq for WeakView<V> {
fn eq(&self, other: &Self) -> bool {
self.model == other.model
}
}
impl<V> Eq for WeakView<V> {}
/// A dynamically-typed handle to a view, which can be downcast to a [View] for a specific type.
#[derive(Clone, Debug)]
pub struct AnyView {
model: AnyModel,
render: fn(&AnyView, &mut ElementContext) -> AnyElement,
cached_style: Option<StyleRefinement>,
}
impl AnyView {
/// Indicate that this view should be cached when using it as an element.
/// When using this method, the view's previous layout and paint will be recycled from the previous frame if [ViewContext::notify] has not been called since it was rendered.
/// The one exception is when [WindowContext::refresh] is called, in which case caching is ignored.
pub fn cached(mut self, style: StyleRefinement) -> Self {
self.cached_style = Some(style);
self
}
/// Convert this to a weak handle.
pub fn downgrade(&self) -> AnyWeakView {
AnyWeakView {
model: self.model.downgrade(),
render: self.render,
}
}
/// Convert this to a [View] of a specific type.
/// If this handle does not contain a view of the specified type, returns itself in an `Err` variant.
pub fn downcast<T: 'static>(self) -> Result<View<T>, Self> {
match self.model.downcast() {
Ok(model) => Ok(View { model }),
Err(model) => Err(Self {
model,
render: self.render,
cached_style: self.cached_style,
}),
}
}
/// Gets the [TypeId] of the underlying view.
pub fn entity_type(&self) -> TypeId {
self.model.entity_type
}
/// Gets the entity id of this handle.
pub fn entity_id(&self) -> EntityId {
self.model.entity_id()
}
}
impl<V: Render> From<View<V>> for AnyView {
fn from(value: View<V>) -> Self {
AnyView {
model: value.model.into_any(),
render: any_view::render::<V>,
cached_style: None,
}
}
}
impl Element for AnyView {
type BeforeLayout = Option<AnyElement>;
type AfterLayout = Option<AnyElement>;
fn before_layout(&mut self, cx: &mut ElementContext) -> (LayoutId, Self::BeforeLayout) {
if let Some(style) = self.cached_style.as_ref() {
let mut root_style = Style::default();
root_style.refine(style);
let layout_id = cx.request_layout(&root_style, None);
(layout_id, None)
} else {
cx.with_element_id(Some(ElementId::View(self.entity_id())), |cx| {
let mut element = (self.render)(self, cx);
let layout_id = element.before_layout(cx);
(layout_id, Some(element))
})
}
}
fn after_layout(
&mut self,
bounds: Bounds<Pixels>,
element: &mut Self::BeforeLayout,
cx: &mut ElementContext,
) -> Option<AnyElement> {
cx.set_view_id(self.entity_id());
if self.cached_style.is_some() {
cx.with_element_state::<AnyViewState, _>(
Some(ElementId::View(self.entity_id())),
|element_state, cx| {
let mut element_state = element_state.unwrap();
let content_mask = cx.content_mask();
let text_style = cx.text_style();
if let Some(mut element_state) = element_state {
if element_state.cache_key.bounds == bounds
&& element_state.cache_key.content_mask == content_mask
&& element_state.cache_key.text_style == text_style
&& !cx.window.dirty_views.contains(&self.entity_id())
&& !cx.window.refreshing
{
let after_layout_start = cx.after_layout_index();
cx.reuse_after_layout(element_state.after_layout_range.clone());
let after_layout_end = cx.after_layout_index();
element_state.after_layout_range = after_layout_start..after_layout_end;
return (None, Some(element_state));
}
}
let after_layout_start = cx.after_layout_index();
let mut element = (self.render)(self, cx);
element.layout(bounds.origin, bounds.size.into(), cx);
let after_layout_end = cx.after_layout_index();
(
Some(element),
Some(AnyViewState {
after_layout_range: after_layout_start..after_layout_end,
paint_range: PaintIndex::default()..PaintIndex::default(),
cache_key: ViewCacheKey {
bounds,
content_mask,
text_style,
},
}),
)
},
)
} else {
cx.with_element_id(Some(ElementId::View(self.entity_id())), |cx| {
let mut element = element.take().unwrap();
element.after_layout(cx);
Some(element)
})
}
}
fn paint(
&mut self,
_bounds: Bounds<Pixels>,
_: &mut Self::BeforeLayout,
element: &mut Self::AfterLayout,
cx: &mut ElementContext,
) {
if self.cached_style.is_some() {
cx.with_element_state::<AnyViewState, _>(
Some(ElementId::View(self.entity_id())),
|element_state, cx| {
let mut element_state = element_state.unwrap().unwrap();
let paint_start = cx.paint_index();
if let Some(element) = element {
element.paint(cx);
} else {
cx.reuse_paint(element_state.paint_range.clone());
}
let paint_end = cx.paint_index();
element_state.paint_range = paint_start..paint_end;
((), Some(element_state))
},
)
} else {
cx.with_element_id(Some(ElementId::View(self.entity_id())), |cx| {
element.as_mut().unwrap().paint(cx);
})
}
}
}
impl<V: 'static + Render> IntoElement for View<V> {
type Element = View<V>;
fn into_element(self) -> Self::Element {
self
}
}
impl IntoElement for AnyView {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
/// A weak, dynamically-typed view handle that does not prevent the view from being released.
pub struct AnyWeakView {
model: AnyWeakModel,
render: fn(&AnyView, &mut ElementContext) -> AnyElement,
}
impl AnyWeakView {
/// Convert to a strongly-typed handle if the referenced view has not yet been released.
pub fn upgrade(&self) -> Option<AnyView> {
let model = self.model.upgrade()?;
Some(AnyView {
model,
render: self.render,
cached_style: None,
})
}
}
impl<V: 'static + Render> From<WeakView<V>> for AnyWeakView {
fn from(view: WeakView<V>) -> Self {
Self {
model: view.model.into(),
render: any_view::render::<V>,
}
}
}
impl PartialEq for AnyWeakView {
fn eq(&self, other: &Self) -> bool {
self.model == other.model
}
}
impl std::fmt::Debug for AnyWeakView {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("AnyWeakView")
.field("entity_id", &self.model.entity_id)
.finish_non_exhaustive()
}
}
mod any_view {
use crate::{AnyElement, AnyView, ElementContext, IntoElement, Render};
pub(crate) fn render<V: 'static + Render>(
view: &AnyView,
cx: &mut ElementContext,
) -> AnyElement {
let view = view.clone().downcast::<V>().unwrap();
view.update(cx, |view, cx| view.render(cx).into_any_element())
}
}