Commit Graph
93 Commits
Author SHA1 Message Date
Max Brunsfeld 7fb0951d42 Ensure that path windings are rendered to the right atlas texture
Fixes #5
2021-03-31 14:52:41 -07:00
Antonio ScandurraandNathan Sobo 2a616e984a Remove Overdraw
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 17:58:43 +02:00
Antonio ScandurraandNathan Sobo ba5640aba5 Fix tabs layout
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 17:57:00 +02:00
Antonio ScandurraandNathan Sobo a6a9fb0ede Handle non-precise scroll events in BufferElement
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:25:21 +02:00
Antonio ScandurraandNathan Sobo 3649a3d939 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 ScandurraandNathan Sobo 05de08d783 Round clip bounds to whole pixels
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:23:37 +02:00
Antonio Scandurra e68e06838c Render borders correctly when only a subset of the border is visible 2021-03-31 14:53:34 +02:00
Antonio Scandurra 150b60de72 Snap quads to pixel grid to avoid antialiasing them around the edges 2021-03-31 14:53:15 +02:00
Antonio Scandurra 437a2eeee2 💄 2021-03-31 10:32:53 +02:00
Antonio Scandurra bc9a6b4ea7 Remove conditional from winding number computation 2021-03-31 10:30:16 +02:00
Nathan Sobo 58ababd95f Call did_modify_range on only once per render 2021-03-30 23:07:14 -06:00
Nathan SoboandMax Brunsfeld a2602b2a67 Restore blink_cursors
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:12:45 -06:00
Nathan SoboandMax Brunsfeld 14eda8978c Avoid generic parameter
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:05:13 -06:00
Nathan SoboandMax Brunsfeld 7b4478ee56 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 SoboandMax Brunsfeld 5cfa736fde Reduce selection corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:57:21 -06:00
Nathan SoboandMax Brunsfeld 5119a001fb 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 SoboandMax Brunsfeld 1ed0bd8c27 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 SoboandMax Brunsfeld 8223d3a1a5 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 8d05d7bf21 Fix double-borrow when synthesizing drag events 2021-03-30 14:25:47 -06:00
Nathan Sobo 48fe2587df Use correct texture size when drawing paths into atlas 2021-03-30 14:03:29 -06:00
Nathan Sobo b1a967be9b 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 e2e442a6f2 wip 2021-03-30 12:36:18 -07:00
Max BrunsfeldandNathan Sobo ca0126ec67 Paint selections using new path API
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-30 11:52:58 -07:00
Antonio ScandurraandMax Brunsfeld 4ae3460cb2 Snap path sprites to pixel grid
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-30 19:37:49 +02:00
Antonio Scandurra 3002f20279 WIP: Add anti-aliasing to paths and render them after spriting them 2021-03-30 16:37:12 +02:00
Antonio Scandurra 2439bd2712 Render stencils to atlas 2021-03-30 11:28:35 +02:00
Nathan SoboandMax Brunsfeld 972e4f4556 WIP
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-29 22:56:47 -06:00
Nathan SoboandMax Brunsfeld 5e92204f51 WIP: Render paths into stencil buffers
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-29 22:46:26 -06:00
Max BrunsfeldandNathan Sobo 4b9e9eab28 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 0fa136a263 Whitelist shader bindings using a regex, not individual types 2021-03-29 12:39:21 -07:00
Antonio ScandurraandMax Brunsfeld 97de7f46ae WIP: Start on rendering paths
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-29 19:51:39 +02:00
Antonio ScandurraandMax Brunsfeld 928f955a16 Introduce a Path struct
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-29 19:50:38 +02:00
Antonio ScandurraandMax Brunsfeld 9849a51aa2 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 2dbffb9095 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 b15f3d3b7b 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
Antonio Scandurra 0906b2a2f4 Remove unused dependencies and avoid instantiating FontCache in tests 2021-03-25 10:48:32 +01:00