blade: fix path rasterization (#7546)

There were mistakes in the blending mode, primitive topology, and the
equation.

![gpui-text-selection](https://github.com/zed-industries/zed/assets/107301/13f1285e-1338-4c87-b1bb-7e426606f939)



Release Notes:
- N/A
This commit is contained in:
Dzmitry Malyshau 2024-02-08 06:08:04 -08:00 committed by GitHub
parent 00024b791b
commit d457eef099
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2 changed files with 3 additions and 3 deletions

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@ -145,14 +145,14 @@ impl BladePipelines {
data_layouts: &[&ShaderPathRasterizationData::layout()],
vertex: shader.at("vs_path_rasterization"),
primitive: gpu::PrimitiveState {
topology: gpu::PrimitiveTopology::TriangleStrip,
topology: gpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
fragment: shader.at("fs_path_rasterization"),
color_targets: &[gpu::ColorTargetState {
format: PATH_TEXTURE_FORMAT,
blend: Some(gpu::BlendState::ALPHA_BLENDING),
blend: Some(gpu::BlendState::ADDITIVE),
write_mask: gpu::ColorWrites::default(),
}],
}),