Revert FPS counter (#17485)

**UPDATE**: Response so far seems to be that this fixes the performance
issues on Intel MacBooks. So we're going to go ahead and merge it.

This reverts the FPS counter added in 11753914d (#16422) because in this
issue someone bisected recent performance regressions down to this
commit:

- https://github.com/zed-industries/zed/issues/16729

Another issue that's possibly related:

-
https://github.com/zed-industries/zed/issues/17305#issuecomment-2332316242

We're reverting this in a PR to create a bundle that people can try out.

Assets:

- Universal Binary:
https://github.com/zed-industries/zed/actions/runs/10735702994/artifacts/1900460781
- x86/Intel:
https://github.com/zed-industries/zed/actions/runs/10735702994/artifacts/1900461236
- Apple Silicon:
https://github.com/zed-industries/zed/actions/runs/10735702994/artifacts/1900460978


Release Notes:

- Removed the recently-added FPS counter since the changes it made to
the Metal renderer on macOS could lead to performance regressions on
Intel MacBooks.

Co-authored-by: Bennet <bennet@zed.dev>
This commit is contained in:
Thorsten Ball 2024-09-06 15:35:00 +02:00 committed by GitHub
parent 54dd40878f
commit 938c90fd3b
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GPG key ID: B5690EEEBB952194
19 changed files with 60 additions and 524 deletions

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@ -1,3 +1,5 @@
use anyhow::Context;
use crate::{
platform::blade::{BladeRenderer, BladeSurfaceConfig},
px, size, AnyWindowHandle, Bounds, Decorations, DevicePixels, ForegroundExecutor, GPUSpecs,
@ -7,9 +9,7 @@ use crate::{
X11ClientStatePtr,
};
use anyhow::Context;
use blade_graphics as gpu;
use futures::channel::oneshot;
use raw_window_handle as rwh;
use util::{maybe, ResultExt};
use x11rb::{
@ -1210,10 +1210,9 @@ impl PlatformWindow for X11Window {
self.0.callbacks.borrow_mut().appearance_changed = Some(callback);
}
// TODO: on_complete not yet supported for X11 windows
fn draw(&self, scene: &Scene, on_complete: Option<oneshot::Sender<()>>) {
fn draw(&self, scene: &Scene) {
let mut inner = self.0.state.borrow_mut();
inner.renderer.draw(scene, on_complete);
inner.renderer.draw(scene);
}
fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> {
@ -1406,8 +1405,4 @@ impl PlatformWindow for X11Window {
fn gpu_specs(&self) -> Option<GPUSpecs> {
self.0.state.borrow().renderer.gpu_specs().into()
}
fn fps(&self) -> Option<f32> {
None
}
}