windows: Port to DirectX 11 (#34374)
Closes #16713 Closes #19739 Closes #33191 Closes #26692 Closes #17374 Closes #35077 Closes https://github.com/zed-industries/zed/issues/35205 Closes https://github.com/zed-industries/zed/issues/35262 Compared to the current Vulkan implementation, this PR brings several improvements: - Fewer weird bugs - Better hardware compatibility - VSync support - More accurate colors - Lower memory usage - Graceful handling of device loss --- **TODO:** - [x] Don’t use AGS binaries directly - [ ] The message loop is using too much CPU when ths app is idle - [x] There’s a [bug](https://github.com/zed-industries/zed/issues/33191#issuecomment-3109306630) in how `Path` is being rendered. --- Release Notes: - N/A --------- Co-authored-by: Kate <kate@zed.dev> Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
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@ -13,8 +13,7 @@ mod mac;
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any(target_os = "linux", target_os = "freebsd"),
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any(feature = "x11", feature = "wayland")
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),
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target_os = "windows",
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feature = "macos-blade"
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all(target_os = "macos", feature = "macos-blade")
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))]
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mod blade;
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@ -448,6 +447,8 @@ impl Tiling {
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#[derive(Debug, Copy, Clone, Eq, PartialEq, Default)]
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pub(crate) struct RequestFrameOptions {
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pub(crate) require_presentation: bool,
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/// Force refresh of all rendering states when true
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pub(crate) force_render: bool,
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}
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pub(crate) trait PlatformWindow: HasWindowHandle + HasDisplayHandle {
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