This pull request decreases the size of each instance buffer and shares
instance buffers across windows.
Release Notes:
- Improved GPU memory usage.
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Co-authored-by: Nathan Sobo <nathan@zed.dev>
This is achieved by starting a `CADisplayLink` that will invoke the
`on_request_frame` callback at the refresh interval of the display.
We only actually draw frames when the window was dirty, or for 2 extra
seconds after the last input event to ensure ProMotion doesn't downclock
the refresh rate when the user is actively interacting with the window.
Release Notes:
- Improved performance when using a ProMotion display with fast key
repeat rates.
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Co-authored-by: Nathan Sobo <nathan@zed.dev>
- it seems like layer.drawable_size() is 0,0 in metal_renderer.rs:189
- we set this in two places:
- in response to a CALayerDelegate setFrameSize: event
- in response to a CALayerDelegate viewDidChangeBackingProperties:
event.
- it looks like if we don't set it in either of these cases we get a
different failure mode: the view is zoomed just wrong.
- That said, I can reproduce the screenshot if .scale_factor() returns
0.
- This might happen if [nativeWindow screen] is nil, which happens when
the window is off screen.
- possible that zed started with offscreen window?
- I would expect that viewDidChangeBackingProperties would fire when
that changed.
- potential fix: default to 2.0
Release Notes:
- Fixed Zed occasionally rendering blank on laungh
([#2422](https://github.com/zed-industries/community/issues/2422)).
Before this change if you had a matching binding and a pending key,
the matching binding happened unconditionally.
Now we will wait a second before triggering that binding to give you
time to complete the action.
CGDisplayBounds returns data in "global display coordinates" (which are
the same as Zed's coordinates), different from the NS APIs which use
"screen coordinates" (which have the Y axis inverted)
Also remove some transmutes while we're at it
According to Chromium source, `NSScreen::screens` should always get us
one display.
We made this change because we ran into panics caused by the previous
`unwrap()` when `CGGetActiveDisplayList` might return an empty list.
This PR fixes two bugs we discovered in Zed's mouse event handling while
investigating an interesting and mysterious bug we we were seeing, where
spurious `MouseMoved` events would continuously be dispatched after
control-clicking.
Release Notes:
- Fixed a rendering glitch that could occur after control-clicking
certain elements.
Previously, we would only track whether the previous key down event
was a key equivalent. However, this could cause issues when pressing
certain keystrokes in rapid succession, e.g.:
- Pressing `shift-right` (to select a character)
- Pressing a character (with or without `shift` held down)
This would cause GPUI to ignore the second event because it was
preceded by a key equivalent event. With this commit, we track the
last key equivalent event, and skip the key down event only if it
matches the last key equivalent event.
Closes https://github.com/zed-industries/community/issues/1095
by forcing the non-Cancel button to get a focus.
Due to the way macOs handles buttons on modals, the focus gain had to be
achieved via certain button addition order, rather than conventional
"setFocus"-ish API, see the related comment for details.
Co-authored-by: Antonio Scandurra <antonio@zed.dev>