Commit graph

34 commits

Author SHA1 Message Date
Nathan Sobo
c57e19c8fa Checkpoint: Glyphs rendering how I'd like 2023-10-03 17:29:36 -06:00
Nathan Sobo
550d9a9f71 Checkpoint 2023-10-03 16:17:25 -06:00
Nathan Sobo
4208ac2958 WIP 2023-10-03 15:17:45 -06:00
Nathan Sobo
45429b5400 WIP 2023-10-03 14:25:29 -06:00
Nathan Sobo
5a778fbde6 Checkpoint 2023-09-06 14:16:15 -06:00
Nathan Sobo
65123e6eed Allow individual corner radii on drop shadows 2023-08-12 10:58:08 -06:00
Nathan Sobo
40f478937e Allow distinct corner radii for images 2023-08-12 10:50:04 -06:00
Nathan Sobo
84dc4090bd Wire up per corner radii for quad
Still need to expose this in the styling layer and allow images
to have per corner radii.
2023-08-12 10:40:23 -06:00
Antonio Scandurra
1e85361914 Log instead of panicking when we can't retrieve a drawable 2022-10-26 14:30:48 +02:00
Antonio Scandurra
9d990ae329 Show all room participants in titlebar
...and allow following them into external projects.
2022-10-10 14:20:45 +02:00
Antonio Scandurra
11d47f5c72 Use a transparent layer for status bar
This allows the compositor to blend the GPUI view with the background.
2022-09-13 14:11:50 +02:00
Antonio Scandurra
a9c2881831 Set contents scale and drawable size when creating status metal layer 2022-09-13 14:11:50 +02:00
Antonio Scandurra
f50c6af001 Encapsulate metal layer into Renderer 2022-09-13 14:10:13 +02:00
Antonio Scandurra
ca618b02b6 Render surfaces correctly when encoded in 420YpCbCr8BiPlanarFullRange 2022-09-13 14:10:13 +02:00
Antonio Scandurra
d407f521db WIP: render screen-sharing frames 2022-09-13 14:10:13 +02:00
Antonio Scandurra
a02e388ea2 Honor scale factor when rendering 2022-09-13 14:10:13 +02:00
Antonio Scandurra
fcf6aa15eb Return results for fallible media APIs 2022-09-13 14:10:13 +02:00
Antonio Scandurra
79a7a0e0e7 Capture screen in BGRA8 and render it in capture example app 2022-09-13 14:10:13 +02:00
Nathan Sobo
37da841716 Start on using CVMetalTextureCache 2022-09-13 14:10:13 +02:00
Nathan Sobo
531ffc01c9 Pass CVImageBuffers into GPUI instead of IOSurfaces 2022-09-13 14:10:13 +02:00
Nathan Sobo
0430bbf7d9 WIP: Start on Renderer::render_surfaces but really it's nothing 2022-09-13 14:10:13 +02:00
Antonio Scandurra
c4110edb78 Extract io_surface crate and invoke custom callback on frame sample
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-09-13 14:10:13 +02:00
Antonio Scandurra
e12eaf8c58 Start on Scene::push_surface
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-09-13 14:10:13 +02:00
ForLoveOfCats
8ba2f77148 One big cleanup pass of clippy lints
Co-authored-by: Mikayla <mikayla@zed.dev>
2022-08-10 16:51:01 -07:00
Keith Simmons
8d34fe7e94 Refactor terminal connection into a model which can be copied between terminal views
Refactor terminal modal code to use TerminalConnection model handle so we aren't storing TerminalViews in the globals
Adjust INSTANCE_BUFFER_SIZE in renderer to handle pathological terminal renders

Co-authored-by: mikayla.c.maki@gmail.com
2022-07-08 16:10:09 -07:00
Antonio Scandurra
cdcdccfb89 Render emojis
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-04-13 17:31:10 +02:00
Keith Simmons
0ca4c9946a Add logging when atlas allocator fails to allocate 2022-04-11 10:31:38 -07:00
Keith Simmons
7abd3a98a8 Make atlas allocation fallable and skip rendering icons and paths when it fails 2022-04-11 10:15:49 -07:00
Antonio Scandurra
f69bd0e327 Snap icon sprites to pixel grid
This should resolve some rendering artifacts potentially caused by
floating point errors when sampling the texture. It should also lead
to crisper images when icons are rendered midway through a pixel.
2022-03-28 11:52:13 +02:00
Antonio Scandurra
b9b255652f Display squiggly underlines underneath text with diagnostics
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-01-26 15:52:40 +01:00
Antonio Scandurra
52594fe250 WIP: Start on squiggly underlines 2022-01-26 13:07:39 +01:00
Antonio Scandurra
45d1690f6e Use 16-bit float to store path windings
Previously, we were using a normalized 8-bit unsigned integer which forced us
to represent each increment of the winding number as a fraction of the max
value (1 / 255) which we would then add up using additive alpha blending.

This had three major drawbacks:

- The max winding number could not be greater than 255.
- Adding up (1 / 255) several times could result in a loss of precision.
- Due to also computing anti-aliasing as a fractional winding number, we had to
  reduce the max winding number to 32. This was still not good enough because
  we would multiply a fractional value with `1 / 32`, thus introducing more and
  more loss of precision.

This commit changes the texture type to an `f16` which doesn't require the
division by 255 and enables greater precision in the computation of the
anti-aliased parts of a curve. Note how this also removes the limitation of 255
windings at most per curve. The tradeoff is paying twice as much memory for
storing the texture, but that seems totally valid to achieve rendering accuracy.

Note that this kind of texture should be compatible with WebGL2 once we start
working on a web version of Zed.
2021-12-05 11:17:26 +01:00
Max Brunsfeld
4002be882f Clear sprite cache when scale factor changes 2021-11-22 16:47:51 -08:00
Nathan Sobo
fdfed3d7db Move all crates to a top-level crates folder
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-10-04 13:22:21 -06:00
Renamed from gpui/src/platform/mac/renderer.rs (Browse further)