This is a rebase of @gabydds text_system updates. with some small
cleanups.
Currently cannot test this as build is not working in linux. Im just
putting it up here before I forget about it.
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Co-authored-by: gabydd <gabydinnerdavid@gmail.com>
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Reverts zed-industries/zed#7481
This would regress performance because we'd be using the standard
library's hash maps everywhere, so reverting for now.
This improves a performance problem we were observing when having
multiple windows updating at the same time, where each window would
invalidate the other window's layout cache.
Release Notes:
- Improved performance when having multiple Zed windows open.
Co-authored-by: Max Brunsfeld <max@zed.dev>
The fonts we embed in Zed binary (Zed Sans & Zed Mono) weigh about 30Mb in total and we are cloning them several times during startup and loading of embedded assets (once explicitly in Zed and then under the hood in font-kit). Moreover, after loading we have at least 2 copies of each font in our program; one in .rdata and the other on the heap for use by font-kit.
This commit does away with that distinction (we're no longer allocating the font data) and slightly relaxes the interface of `TextSystem::add_fonts` by expecting one to pass `Cow<[u8]>` instead of `Arc<Vec<u8>>`. Additionally, `AssetSource::get` now returns `Cow<'static, [u8]>` instead of `Cow<'self, [u8]>`; all existing implementations conform with that change.
Note that this optimization takes effect only in Release builds, as the library we use for asset embedding - rust-embed - embeds the assets only in Release mode and in Dev builds it simply loads data from disk. Thus it returns `Cow<[u8]>` in it's interface. Therefore, we still copy that memory around in Dev builds, but that's not really an issue.
This patch makes no assumptions about the build profile we're running under, that's just an intrinsic property of rust-embed.
Tl;dr: this should shave off about 30Mb of memory usage and a fair chunk (~30ms) of startup time.
Release Notes:
- Improved startup time and memory usage.
This fixes the performance problem we saw in https://github.com/zed-industries/community/issues/2405.
In a trace we could see that if a font is missing we'd constantly look
it up and never cache that it's missing.
This changes that and does cache the font-is-missing result.
Drawback is that one would need to restart Zed after installing a
missing font that was configured in settings. That seems acceptable for
now, though.
Co-authored-by: Antonio <antonio@zed.dev>
Editors WrapMap could become desynchronised if user had an invalid font
specified in their config. Compared to Zed1, WrapMap ignored the
resolution failure instead of panicking. Now, if there's an invalid font
in the user config, we just fall back to an arbitrary default.
Release Notes:
- Fixed the editor panic in presence of invalid font name in the config
(fixes https://github.com/zed-industries/community/issues/2397)
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Co-authored-by: Conrad <conrad@zed.dev>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
I essentially went through the publicly exported items and marked these
that are e.g. leaky reexports as pub(crate). I expect that'd be done on
Tuesday anyways.
Release Notes:
- N/A
This PR updates the font resolution for shaped text to use the new
`resolve_font` method on the text system.
This makes it so we use the fallback font if the desired font cannot be
found rather than rendering nothing.
Release Notes:
- Fixed an issue where nothing would render when the font set in
`ui_font_family` was not found.
This PR adjusts our font resolution code to attempt to use a fallback
font if the specified font cannot be found.
Right now our fallback font stack is `Zed Mono`, followed by `Helvetica`
(in practice we should always be able to resolve `Zed Mono` since we
bundle it with the app).
In the future we'll want to surface the ability to set the fallback font
stack from GPUI consumers, and potentially even support specifying font
stacks in the user settings (as opposed to a single font family).
Release Notes:
- Fixed a panic when trying to load a font that could not be found.