Update blade to a version that can run GLES for Zed (#10243)
Release Notes: - N/A Picks up https://github.com/kvark/blade/pull/105, https://github.com/kvark/blade/pull/97, and more Switches the presentation to be non-blocking, which will improve the latency slightly. Allows to start playing with GLES backend, e.g. ```bash cd crates/gpui RUSTFLAGS="--cfg gles" CARGO_TARGET_DIR=./target-gl cargo run --example hello_world ``` It doesn't currently render properly due to an issue that needs investigation, see https://github.com/kvark/blade/pull/105#issuecomment-2041006542 But at least it's a start Co-authored-by: Mikayla Maki <mikayla@zed.dev>
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4 changed files with 17 additions and 8 deletions
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@ -17,7 +17,6 @@ use std::ffi::c_void;
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use blade_graphics as gpu;
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use std::{mem, sync::Arc};
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const SURFACE_FRAME_COUNT: u32 = 3;
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const MAX_FRAME_TIME_MS: u32 = 1000;
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pub type Context = ();
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@ -209,6 +208,7 @@ impl BladePipelines {
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name: "quads",
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data_layouts: &[&ShaderQuadsData::layout()],
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vertex: shader.at("vs_quad"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -225,6 +225,7 @@ impl BladePipelines {
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name: "shadows",
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data_layouts: &[&ShaderShadowsData::layout()],
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vertex: shader.at("vs_shadow"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -241,6 +242,7 @@ impl BladePipelines {
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name: "path_rasterization",
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data_layouts: &[&ShaderPathRasterizationData::layout()],
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vertex: shader.at("vs_path_rasterization"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleList,
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..Default::default()
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@ -257,6 +259,7 @@ impl BladePipelines {
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name: "paths",
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data_layouts: &[&ShaderPathsData::layout()],
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vertex: shader.at("vs_path"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -273,6 +276,7 @@ impl BladePipelines {
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name: "underlines",
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data_layouts: &[&ShaderUnderlinesData::layout()],
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vertex: shader.at("vs_underline"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -289,6 +293,7 @@ impl BladePipelines {
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name: "mono-sprites",
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data_layouts: &[&ShaderMonoSpritesData::layout()],
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vertex: shader.at("vs_mono_sprite"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -305,6 +310,7 @@ impl BladePipelines {
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name: "poly-sprites",
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data_layouts: &[&ShaderPolySpritesData::layout()],
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vertex: shader.at("vs_poly_sprite"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -321,6 +327,7 @@ impl BladePipelines {
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name: "surfaces",
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data_layouts: &[&ShaderSurfacesData::layout()],
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vertex: shader.at("vs_surface"),
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vertex_fetches: &[],
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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@ -356,7 +363,7 @@ impl BladeRenderer {
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gpu::SurfaceConfig {
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size,
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usage: gpu::TextureUsage::TARGET,
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frame_count: SURFACE_FRAME_COUNT,
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display_sync: gpu::DisplaySync::Recent,
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//Note: this matches the original logic of the Metal backend,
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// but ultimaterly we need to switch to `Linear`.
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color_space: gpu::ColorSpace::Srgb,
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